The principled BSDF had the awesome addition of emission and alpha, unfortunately it was missing emission strength making it feel rather incomplete. Instead you had to add a multiply node before connecting it to the emission color. It was kind of a paper-cut to an extent.
I took the liberty of adding emission strength to the node. It works in eevee and cycles.
We really have to add a custom socket for this kind of things… By default, most textures will output a normalized value, thought we might want it to be above 1, so some (possible) multiplication is still needed.
Unless we store a ‘Strength’ channel in a float format…
It makes sense to store normalized values for things like roughness, metal, color, etc. emission however it definitely makes sense to add a strength multiplier into the nodes.
If you want you should be able to use HDR images for strength… but that just seems like a bit of a waste of memory. LDR with multiplication is definitely the way to go for those cases.
Unfortunately it didn’t make it in. It was on the backburner for a while on the reviewers todo list and was never committed. I tried to maintain the patch for a while but a lot of code surrounding shaders in eevee changed, I struggled with using git and life got in the way so I moved on. I’ve definitely noticed the need for it judging from online tutorials but without the approval of the reviewers there was nothing I could do about it.
This doesn’t mean it’s not going to happen. I just got a little burned out maintaining the patch and having to rewrite it multiple times due to changes. I’ll probably return to it in the forseeable future. Its just currently on a list of projects I should probably return to when I muster up the energy to do so.