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Made a video to better show the situation. Hope this helps


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.



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