at thicknessAttenuation;
                        uniform float thicknessPower;
                        uniform float thicknessScale;

                        void RE_Direct_Scattering(IncidentLight directLight, vec2 uv, vec3 geometryPosition, vec3 geometryNormal, vec3 geometryViewDir, vec3 geometryClearcoatNormal, PhysicalMaterial material, inout ReflectedLight reflectedLight) {
                            vec3 thickness = directLight.color * texture(thicknessMap, uv).r;
                            vec3 sca