Emissive makes a material emit light, turning it into a bright, self-illuminating source in the scene. This is commonly used for objects like light fixtures, LED screens, or any surface that needs to glow.
Emissive provides constant light emission, Heat conveys temperature-based glow, and Fluorescent reacts to environmental lighting, creating vivid, reactive colors. Together, these shaders offer versatile options for creating glowing and illuminated materials in your scene.
An Emissive Map (RGB) texture input can be assigned to define the color and intensity of the emission, which can be baked in Toolbag, sourced from the Toolbag Library, painted using a Texture Project, or created in third-party applications.

Setting | Description |
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Emissive Map Texture Slot | Add an emissive texture by clicking on the slot or dragging and dropping one from the Library. |
Emissive Color | Sets the color of the emission. Darker colors mean less emission. |
Intensity | Sets the intensity of the emissive effect. |
Under Clearcoat | When enabled, emission is attenuated by the clearcoat layer so that it looks like it’s coming from inside the object. |
Glow | Sets a constant color value for the emissive effect. This is useful if you do not have an emissive texture and want to assign an emissive value to the entire material. |