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3D How should I combine diffuse color and specular color to ensure conservation of energy

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Now I'm tring to implement a PBR lighting shader.I've learnt that I should calculate the BRDF, then multiply it with light color and cos theta according to the rendering equation.Now I need to ensure all the diffuse and specular are less than 1.A simple method is to calculate the specular brdf first,then the income of diffuse are only 1 - specular.But when I use the cook torrence model I can only calculate one specular ray in current direction, but there are a lot of rays are reflected in other directions at the same time.If I use 1- current specular ray, I can only ensure all the diffuse and this specular light are less than 1,but how can I ensure all the reflected rays and the diffuse light are less than 1?

Edited by Royma

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