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Bevy 0.18 release notes: PBR fixes#2341

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alice-i-cecile merged 1 commit intobevyengine:mainfrom
cart:0.18-shading
Jan 13, 2026
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Bevy 0.18 release notes: PBR fixes#2341
alice-i-cecile merged 1 commit intobevyengine:mainfrom
cart:0.18-shading

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@cart cart commented Jan 13, 2026

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@alice-i-cecile alice-i-cecile added the S-Ready-For-Final-Review Ready for a maintainer to consider for merging label Jan 13, 2026
@alice-i-cecile alice-i-cecile added this pull request to the merge queue Jan 13, 2026
Merged via the queue into bevyengine:main with commit 4823f34 Jan 13, 2026
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There were two core issues:

1. Point/area lights had an overly bright specular component.
2. For our initial PBR shader, we chose to do "roughness dependent fresnel", as [defined here](https://bruop.github.io/ibl/). This generally did not behave the way we wanted it to, so we switched to the more direct approach ... using the "typical" fresnel term directly.
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Fyi, this was just for EnvironmentMapLight. Other light sources behaved fine.

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I'll add some clarity!

Based-A pushed a commit to Based-A/bevy-website that referenced this pull request Feb 3, 2026
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