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Specular tints release note (#2083)
Co-authored-by: Robert Swain <[email protected]>
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<!-- Add support for specular tints and maps per the `KHR_materials_specular` glTF extension. -->
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<!-- https://github.com/bevyengine/bevy/pull/14069 -->
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If you have an eye for light (or training in visual arts), you'll notice that shiny curved surfaces get extra-bright spots of light.
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That's a specular highlight!
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In Bevy 0.16, we've implemented a standard physically-based rendering (PBR) feature of specular highlights: the ability to tint their color.
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![A shiny floating sphere with an iridescent multicolored sheen. It reminds you of a Christmas tree ornament. You can see a reflection of a city scene in it.](specular-tint-sphere.png)
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This can be done uniformly across the material, by simply setting the `specular_tint` field on the [`StandardMaterial`] for your object.
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Like many other material properties (color, normals, emissiveness, roughness etc), this can be varied over the material via the use of a texture map,
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which describes how this property varies via a 2-dimensional UV-space image.
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Maps are relatively expensive: you need an entire 2D image, rather than a single float or color, and GPUs have limits on the number of textures you can use per material, unless they support bindless textures.
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As a result, specular maps are off by default, and gated behind the `pbr_specular_textures` Cargo feature.
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To support this work, we now support the KHR_materials_specular glTF extension, allowing artists to set these properties in 3D modelling tools like Blender, then import them into Bevy.
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[`StandardMaterial`]: https://dev-docs.bevyengine.org/bevy/pbr/struct.StandardMaterial.html

release-content/0.16/release-notes/_release-notes.toml

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file_name = "17315_Implement_basic_clustered_decal_projectors.md"
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[[release_notes]]
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title = "Add support for specular tints and maps per the `KHR_materials_specular` glTF extension."
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title = "Specular tints and maps"
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authors = ["@pcwalton"]
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contributors = []
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prs = [14069]

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