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    Emission node

    The Emission node outputs a color that makes a material appear as a visible source of light.

    Render pipeline compatibility

    The Emission node is compatible only with the High Definition Render Pipeline (HDRP).

    Ports

    Name Direction Type Description
    Color Input Low dynamic range (LDR) RGB color Sets the low dynamic range (LDR) color to make emissive.
    Intensity Input Float Sets the intensity of the emission of the output color.
    Exposure Weight Input Float Sets how much the exposure of the scene affects emission. The range is between 0 and 1. A value of 0 means that exposure does not affect this part of the emission. A value of 1 means that exposure fully affects this part of the emission.
    Output Output High dynamic range (HDR) RGB color The emissive color.

    Properties

    Name Description
    Intensity Unit Sets the unit of the Intensity property. For more information, refer to Understand physical light units. The options are:
    • Nits: Sets the units as nits, which is a measure of luminance, the surface power of a light source.
    • EV100: Sets the units as EV100, which is a measure of exposure value.
    Normalize Color Adjusts the intensity of the input color so the red, green, and blue values look similar. As a result, colors are more balanced in the Output.

    Generated code example

    float3 Unity_HDRP_GetEmissionHDRColor_float(float3 ldrColor, float luminanceIntensity, float exposureWeight)
    {
        // Convert the LDR color. This line is generated only if Normalize Color is enabled.
        ldrColor = ldrColor * rcp(max(Luminance(ldrColor), 1e-6));
    
        float3 hdrColor = ldrColor * luminanceIntensity;
        float inverseExposureMultiplier = GetInverseCurrentExposureMultiplier();
        hdrColor = lerp(hdrColor * inverseExposureMultiplier, hdrColor, exposureWeight);
        return hdrColor;
    }
    

    Additional resources

    • Add light emission to a material
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