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:
|
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;
}