minimalist conversion of https://github.com/Azaezel/Torque3D/commit/799d40afc07e0c5fe987918002cb6062f4df9d72 through https://github.com/Azaezel/Torque3D/commit/6c5298de1ccd4cb203d03bb83c4f612f9266b0cf
since the hdr postfx is being used to combine the albedo and light data, it and the sub-postfx it uses must allow themselves to be rendered into reflection passes in order for a dynamiccubemap to generate anything beyond a black outline
Merge pull request #45 from Azaezel/physical_shading

Physical shading