return perceptualRoughness * UNITY_SPECCUBE_LOD_STEPS;
}
// The inverse of perceptualRoughnessToMipmapLevel().
// The inverse of the *approximated* version of perceptualRoughnessToMipmapLevel().
float mipmapLevelToPerceptualRoughness(float mipmapLevel)
{
float perceptualRoughness = saturate(mipmapLevel / UNITY_SPECCUBE_LOD_STEPS);