I added an emission strength value to the principled BSDF node. The node currently felt incomplete without it requiring the user to add a color blend node set to multiply with a value in order to control emission strength (a bit of a paper-cut if you ask me).
It wasn't that big of a task to do but it will definitely speed up workflows and perhaps even make creating exporters with emission strength (like GLTF) simpler.
Changes include:
- Added emission strength socket to the principled node
- Removed hard coded strength from the cycles implementation of principled emission and replaced it with a shader input
- Updated eevee GLSL code to include an emission strength multiplier
Here is a comparison:
(the very slight washed out difference with cycles is due to bounce lighting)
Thank you for your time!

