public bool Scatter(Ray ray, UnityEngine.Vector3 point, UnityEngine.Vector3 normal, out UnityEngine.Vector3 attenuation, out Ray scattered)
        {
            var reflected = Exten.reflect(ray.direction, normal);

            if (fuzz > 0)
            {
                reflected = reflected + fuzz * Exten.RandomVecInSphere();
            }
            scattered   = new Ray(point, reflected);
            attenuation = color;
            return(UnityEngine.Vector3.Dot(ray.direction, normal) < 0);
        }
 public bool Scatter(Ray ray, UnityEngine.Vector3 point, UnityEngine.Vector3 normal, out UnityEngine.Vector3 attenuation, out Ray scattered)
 {
     scattered   = new Ray(point, normal + Exten.RandomVecInSphere());
     attenuation = color;
     return(true);
 }