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Add emissive_exposure_weight to the StandardMaterial #13350
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Looks good and tested!
cc @mockersf, you may be interested in this as it may affect screenshot tests.
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Good catch. We should definitely add this to the migration guide as it will surprise people.
It looks like your PR is a breaking change, but you didn't provide a migration guide. Could you add some context on what users should update when this change get released in a new version of Bevy? |
# Objective - Since #13350 the lava is way too bright  ## Solution - Change the emissive value in the material in the glb file from 20000 to 20 ## Testing - Run the example `depth_of_field`
…13480) # Objective After the emissive material changes in #13350, the red and green point lights in the `lighting` example turned white. ## Solution This PR gives the point lights the `emissive_exposure_weight` property in order for them to appear with correct color again. ## Testing The `lighting` example before this fix:  After this fix (looks the same as before #13350): 
Objective
Solution
https://google.github.io/filament/Materials.html#emissive
https://github.com/google/filament/blob/4f021583f1c721486baaa9291be5943216c244ec/shaders/src/shading_lit.fs#L287
Testing
without bloom:

with bloom:
