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.

#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.

#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.

#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. Unity Technologies · Lit material Inspector reference (HDRP) · High Definition Render Pipeline manual 17.0 · docs · accessed 2026-10-21
  4. Godot Engine contributors · BaseMaterial3D class reference (source) · Godot Engine (GitHub) · docs · accessed 2026-10-21
  5. Epic Games · Lumen Global Illumination and Reflections · Unreal Engine documentation · docs · accessed 2026-10-21
  6. Jhosep Chevarria Capacoila (interview) · Setting Up Cyberpunk Lighting in Unreal Engine 5 · 80 Level, 2023 · article · accessed 2026-10-21
  7. Epic Games · Unreal Engine Material Properties · Unreal Engine documentation · docs · accessed 2026-10-21

Last updated 2026-10-22