float intensity = max(0, attenuation); // Warning: attenuation can be greater than 1 due to the inverse square attenuation (when position is close to light)
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIAL_FEATURE_FLAGS_TRANSMISSION_MODE_THIN_THICKNESS))
{
// We use diffuse lighting for accumulation since it is going to be blurred during the SSS pass.