if (surfaceData.specular == SPECULARVALUE_SPECULAR_COLOR)
{
outGBuffer2 = float4(surfaceData.specularColor, PackFloatInt8bit(0.0, surfaceData.specular, 4.0)); // As all is static, Pack function should produce the result compile time
}
else
{
// Note: it is important to setup anisotropy field to 0 else materialId will be anisotropic