Validating physical light units

Recently I added support for physical light units to my toy engine, based on Frostbite’s and Filament’s great guides. Switching to physical lights units allows one to use “real-world” light intensities (for example in lux and lumens), camera settings (eg aperture, shutter speed and ISO) as well as mix analytical and captured light sources (HDR environment maps) correctly.

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Validating physical light units