The 3D Handbook
Key term

Emissive materials

Materials that give off light of their own, from screens and neon to lava; HDR values, bloom and exposure, physical units (nits, EV100), when emissive surfaces light the scene (Lumen, baked lighting, Godot GI) and when you still need real lights, with settings in Unreal, Unity, Godot and glTF.

materialslightingshaderspost-processing

An emissive material gives off light of its own: a screen, a neon tube, a warning lamp, glowing lava, a sci-fi panel. glTF describes the emissive parameter as controlling "the color and intensity of the light being emitted by the material" (Khronos Group: glTF 2.0 Specification). It does not depend on the lights in the scene. glTF's own illustration of what is lost when a viewer ignores emission: "the headlights of a car model will be off instead of on" (Khronos Group: glTF 2.0 Specification).

Whether that glow also lights the world around it depends on the engine and its lighting setup. This decides whether a sign only looks lit or also lights the street.

Two cubes in a dark scene, each next to a light bulb icon. The left cube, labelled Albedo, shows a brick texture lit only on the side facing the light. The right cube, labelled Albedo + Emission, shows a bright white swirl pattern that glows evenly on all sides.
Albedo only (left) versus albedo plus an emission texture (right). The emissive pattern stays bright on the sides facing away from the light, because emission does not depend on scene lighting. Screenshot from Godot.Godot Engine documentation (Juan Linietsky, Ariel Manzur and the Godot community), CC BY 3.0

#HDR values and bloom

Emissive values are not limited to 0–1. In Unreal, "inputting values higher than 1.0 into the Emissive Color input" pushes the material "into the HDR range, producing a bloom effect" (Unreal Engine documentation: Using the Emissive Material Input). Bloom is a post-process that spreads very bright pixels into a soft halo; see exposure and post-processing.

The usual setup is a texture or colour for the pattern and a scalar for the strength. Epic's own examples multiply colour parameters against a texture mask and expose colour and intensity as parameters for material instances (Unreal Engine documentation: Using the Emissive Material Input). The emissive texture itself is a colour map: glTF requires it to be sRGB encoded (Khronos Group: glTF 2.0 Specification). See colour space: sRGB and linear.

A small vertical neon sign with albedo, normal, metal, gloss, emissive and AO maps on one 2048 and one 1024 texture, at 1,300 px per metre. The artist notes that vertex colour can be multiplied with the emissive input to make differently coloured signs from the same asset in the engine (Sketchfab: Game Ready Japanese Small Vertical Neon Sign): the pattern/strength split described above. Orbit it and compare the glowing tubes with the unlit housing around them.Alex Bes, via Sketchfab
Epic's emissive and bloom example with the filmic tonemapper. Compare the glow and the brightest areas with the legacy version below.Epic Games, Unreal Engine documentation
The same emissive values through Unreal's legacy tonemapper, from the same page (Epic Developer Community documentation: Color Grading and the Filmic Tonemapper in…). The material did not change; the tonemapper decides how HDR emissive values end up on screen, which is why emissive strength must be judged in the final view.Epic Games, Unreal Engine documentation

#Physical units

Some engines let you set emissive brightness in real units, so it sits correctly next to physically based lights (see physical light units).

#Emissive surfaces as light sources

Engines differ most on this point.

See global illumination for how each GI system gathers this light.

A pale blue sci-fi interior with a dark cube and a glossy sphere on the floor. On the right edge, a glowing yellow-pink emissive box spills a soft warm tint onto the nearby surfaces.
Screen-space indirect lighting (SSIL) on its own, with no other GI technique. Notice the emissive lighting around the yellow box: the documentation notes that SSIL uses the last frame's colour, so emissive surfaces on screen contribute light. Screenshot from Godot.Godot Engine documentation (Juan Linietsky, Ariel Manzur and the Godot community), CC BY 3.0
From the troubleshooting section of Epic's Lumen technical details: the **Emissive Light Source** property set on a level instance in the Details panel (Epic Developer Community documentation: Lumen Technical Details in Unreal Engine). Look at what the emissive surfaces light around them, beyond their own glow.Epic Games, Unreal Engine documentation

#How to set one up

The steps below make a neon sign material in Unreal Engine 5 that glows, blooms and, where the lighting setup allows, lights the wall behind it. The Unity HDRP equivalents follow.

Unreal Engine 5

  1. Make a mask texture. Paint the letters white on black. If the texture also carries colour, treat it as a colour map; glTF, for example, requires emissive textures to be sRGB encoded (Khronos Group: glTF 2.0 Specification). See colour space: sRGB and linear.
  2. Build the material. Multiply the mask by a colour parameter and an intensity scalar, and connect the result to Emissive Color. Epic's own examples multiply colour parameters against a texture mask and expose colour and intensity as parameters (Unreal Engine documentation: Using the Emissive Material Input).
  3. Make an instance and tune the intensity. In a material instance, raise the intensity above 1; values higher than 1.0 push the material "into the HDR range, producing a bloom effect" (Unreal Engine documentation: Using the Emissive Material Input). Start around 10–20 for a night scene and adjust (see the worked example above).
  4. Decide how the glow lights the scene. With Lumen, emissive light "propagates through the scene automatically" (Unreal Engine documentation: Using the Emissive Material Input). With baked lighting, tick Use Emissive for Static Lighting, or the sign will "not illuminate any of the objects around it" (Unreal Engine documentation: Using the Emissive Material Input).
  5. Back small sources with a real light. For thin tubes and small bright details, Lumen warns of noise from small, bright emissive areas (Unreal Engine documentation: Lumen Global Illumination and Reflections). Add a rect light matching the sign's size and colour, and lower the emissive until it only provides the look, as in the cyberpunk scene where "The big neon lights complimented the rect lights" (80 Level: Setting Up Cyberpunk Lighting in Unreal…).
  6. Test under every exposure. Check the sign at night and in daylight, with auto-exposure on, and adjust intensity per lighting state if needed. See exposure and post-processing.

Unity HDRP

  1. In the Lit material, assign the Emission Map and colour and set the intensity in Nits or EV100 (High Definition Render Pipeline manual 17.0: Lit material Inspector reference).
  2. Lower Exposure Weight for screens and signs that should stay readable regardless of camera exposure (High Definition Render Pipeline manual 17.0: Lit material Inspector reference).
  3. Enable the toggle that controls "whether emission affects global illumination" if the sign should light its surroundings through GI (High Definition Render Pipeline manual 17.0: Lit material Inspector reference).

#Tutorials and guides

#Use in recent games

Few studios document their emissive setups in public; the 80 Level cyberpunk breakdown above is a portfolio scene rather than a shipped game, but it shows the same combination of emissive surfaces and placed lights.

#In different tools

#Further reading and watching

Related: real-time lighting, global illumination, exposure and post-processing, tonemapping, physical light units.

References

  1. Khronos Group · glTF 2.0 Specification · Khronos Group (GitHub) · docs · accessed 2026-10-21
  2. Epic Games · Using the Emissive Material Input · Unreal Engine documentation · docs · accessed 2026-10-21
  3. Alex Bes · Game Ready Japanese Small Vertical Neon Sign · Sketchfab · web · accessed 2026-10-22
  4. Epic Games · Color Grading and the Filmic Tonemapper in Unreal Engine · Epic Developer Community documentation · docs · accessed 2026-10-22
  5. Unity Technologies · Lit material Inspector reference (HDRP) · High Definition Render Pipeline manual 17.0 · docs · accessed 2026-10-21
  6. Godot Engine contributors · BaseMaterial3D class reference (source) · Godot Engine (GitHub) · docs · accessed 2026-10-21
  7. Epic Games · Lumen Global Illumination and Reflections · Unreal Engine documentation · docs · accessed 2026-10-21
  8. Epic Games · Lumen Technical Details in Unreal Engine · Epic Developer Community documentation · docs · accessed 2026-10-22
  9. Jhosep Chevarria Capacoila (interview) · Setting Up Cyberpunk Lighting in Unreal Engine 5 · 80 Level, 2023 · article · accessed 2026-10-21
  10. Daniel Wright and Krzysztof Narkowicz (Epic Games) · Lumen brings real-time global illumination to Fortnite Battle Royale Chapter 4 · Unreal Engine tech blog, 2022 · article · accessed 2026-10-22
  11. Epic Games · Unreal Engine Material Properties · Unreal Engine documentation · docs · accessed 2026-10-21

Also consulted

Last updated 2026-10-22