Emissive was previously defined in exposure compensation stops, which was confusing to many. It is now a value in nits, with the alpha channel controlling how much the camera exposure affects the emissive. At 0, the emissive value is just added to the final pixel color, at 1 the emissive value is multiplied by the exposure just like with regular lights. The intensity of the emissive property can be computed from an exposure value (EV) easily with the following formula: emissive.rgb = emissive.rgb * pow(2.0, EV - 3.0); This formula is available as Exposure::luminance(float) already in Filament.
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