Add energy compensation
To be precise i mean multiscatter ggx preventing loosing energy from IBL for metallic materials
This is tested using Furnace Test with pure white environment map. As you can see rough material on the right is darker than glossy on the left.

Examples here https://doc.babylonjs.com/how_to/physically_based_rendering_master#energy-conservation
Original (?) source of discussion https://eheitzresearch.wordpress.com/240-2/

Excellent explanation of math https://patapom.com/blog/BRDF/MSBRDFEnergyCompensation/

ThreeJS PR https://github.com/mrdoob/three.js/pull/15644

Filament implementation https://google.github.io/filament/Filament.md.html#materialsystem/improvingthebrdfs/energylossinspecularreflectance
