+2
Under review

Emission Global Illumination Values

Spooky 10 years ago updated by Stephen Boyce 8 years ago 7
In Unity 5 Realtime Emissive GI a material has to have a very high emission value (1000+) to output any significant or visible light, unfortunately this blows out the emission mask and makes emissive texels either 1 or 0. Could there be a separate control for the intensity of the Emissive GI that doesn't affect the alpha blending of the emission mask into the diffuse, or am I just doing this wrong?
+1
Under review
This should be quite straightforward to add, we'll see if it makes it in :)

Hi I just wanted to ask if this has been resolved?

Also just discoverd that shaders built in Shader Forge apear not to work with Precomputed GI in Unity5.

They should. Just change the emission LM mode in the material, it's a dropdown box at the top

Thanks Joachim for the fast reply..ill check it out again when back at work. Thanks again J

+1

Curious if there is a way to do this yet. Currently turning emission up is blowing out the mesh

I have this issue as well. The Unity standard shader emission I can use values around 1-2 to get nice realtime emissions on surrounding objects that use the standard shader. If I switch them to a SF shader, I have to push it to 10+ to get any kind of light on objects from the standard shader emission, which at that point, has blown out the materials on the mesh with colour.