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DocumentationFeaturesEmission

Emission

Emission adds self-illumination on top of the lit color — the glow of LEDs, magic runes, lava, and sci-fi panels. Genesis ships an HDR-ready pipeline with mask channels and an optional pulse animator, so emissive surfaces hit URP’s Bloom cleanly without a post-process volume per material.

When to use it

  • Glowing details — LEDs, runes, neon signs.
  • Lava and hot metal — emission driven by Height Gradient.
  • Magic FX — pulsing emission on cloaks and weapons.
  • Lightmapping — emissive materials contribute to baked GI.

How it works

Genesis samples _EmissionMap, multiplies by _EmissionColor * _EmissionIntensity, optionally pulses the result with a sine wave, and adds it to the final lit color. Because the value can exceed 1.0, URP’s Bloom and tone mapping pick it up automatically when the camera has HDR enabled.

Sci-fi panel with a painted glow texture — flat, no bloom.

The same panel: glow regions push through bloom and bleed onto neighboring geometry.

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Emission · HDR 4.0 + Bloom

Emission feeding URP's Bloom post-processing. Drag to compare.

Properties

Inspector labelShader propertyTypeDefaultDescription
Emission Map_EmissionMapTexture2DwhiteEmission texture. Import as sRGB unless you need linear HDR.
Emission Color_EmissionColorColor (HDR)RGB(0,0,0)HDR tint multiplied into the map.
Intensity_EmissionIntensityFloat (0–16)1.0Scalar on top of the color. 4+ gives strong bloom.
Emission Mask_EmissionMaskTexture2DwhiteGreyscale mask restricting emission to regions.
Pulse Speed_EmissionPulseSpeedFloat (0–10)0.00 = static; higher pulses faster.
Pulse Range_EmissionPulseRangeVector4(0.5, 1.5, 0, 0)Min/max multiplier during the pulse.
Global Illumination_EmissionGlobalIlluminationEnumRealtimeRealtime, Baked, or None for lightmaps.

Usage

  1. Add an emission map, or use the base map’s alpha as a mask.
  2. Pick a color and set HDR intensity to 2–8 for bloom.
  3. Confirm the URP Asset has HDR enabled and the camera has a Bloom override.
  4. For pulsing, set Pulse Speed above 0 and tune the Pulse Range.
material.SetColor("_EmissionColor", new Color(0.3f, 0.9f, 1.0f) * 5.0f); material.SetFloat("_EmissionIntensity", 1.0f); material.SetFloat("_EmissionPulseSpeed", 1.5f);

Tips & gotchas

  • HDR must be enabled in three places: the URP Asset, the Camera, and (for builds) Player settings. Otherwise intensities above 1 clip.
  • The pulse is driven by the material, not a script, so it works on disabled GameObjects and in prefabs.
  • Set Global Illumination to Baked if you want emission to contribute to lightmaps; otherwise leave it Realtime.
  • Emission itself is cheap, but Bloom is not. Use Unity’s mobile Bloom or skip it on low-end devices.
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