The Great Fleece: Environment and Lighting, Part 2

In this article, I’ll cover using emissions to create light without actually needing a light source. I’ll use the display case below from the scene to explain.

If we look at the material below for the display, we see it has all the usual maps like Albedo, Normal, and even Occlusion. But this one also has an Emission map.

You can control the value of the emission by clicking on the HDR so that it opens a color picker. At the bottom of the color picker, you can control the intensity of the emission.

A higher setting will make the emission brighter and a lower setting darker. At the low end of zero, there is no emission at all, making the display appear black. At the higher end, the emission gets brighter all the way to a “blinding” white.

This works by using the Texture map assigned to the emissions. When an artist creates the texture, it is baked with information on where to add light. Unity reads this information from the texture to create emissions.

The lighter areas will emit more light, and the darker areas will emit less. For example, in the image below, the rim and edges on the case look illuminated, but this is just from the emissions since there is no light source shining on the case.

I hope you found this article interesting, and until next time I wish you all the best on your own coding journey.

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