     #endif
 
     #ifdef MATERIAL_SHEEN
-        f_sheen += getSheenIBLContribution(normal, view, materialInfo.sheenRoughness, materialInfo.sheenColor);
+        f_sheen += getSheenIBLContribution(normal, view, materialInfo.sheenRoughness, materialInfo.sheenColor, materialInfo.sheenIntensity);
     #endif
 #endif
 

    vec3 reflection = normalize(reflect(-v, n));

    vec2 brdfSamplePoint = clamp(vec2(NdotV, sheenRoughness), vec2(0.0, 0.0), vec2(1.0, 1.0));
    vec2 brdf = texture(u_GGXBRDFLUT, brdfSamplePoint).rg; //TODO Get CharlieBRDFLUT here
    vec4 specularSample = textureLod(u_CharlieEnvSampler, reflection, lod);

    //HDR not supported

    vec3 specularLight = specularSample.rgb;

    return specularLight * (sheenColor * brdf.x + brdf.y);
#endif
    return vec3(0);
}

    return diffuseLight * diffuseColor;
}

vec3 getSheenIBLContribution(vec3 n, vec3 v, float sheenRoughness, vec3 sheenColor, float sheenIntensity)
{
#ifdef USE_SHEEN_IBL
    float NdotV = clampedDot(n, v);
