What is an Emission map?
Emission maps are used to describe how much bloom/glow should be emitted from parts of a sprite/texture. Emission maps are grayscale: black means no emission for that pixel, white means full intensity emission.
What is Blender emission?
The Emission node is used to add Lambertian emission shader. This can for example, be used for material and lamp surface outputs. Cycles uses a physically correct light falloff by default, whereas Blender Internal uses a smoothed falloff with a Distance parameter. Emission shaders on meshes are also in Watts/m2.
How does shader calculate emission for unlit object?
Here is the shader. In surf function it saves emission to Custom field, and in lighting function this Custom field is used for calculating emission for unlit object. Then lerp function chooses which one to use: lit with lights without emission (c.rgb), or unlit with emission (d.rgb).
How does the ambient value of a shader work?
The material’s ambient value can be thought of as “how much of the ambient light does the material re-emit” (as opposed to absorbing). Note, that all of the ambient values here are 4-component colours, so the material’s ambient value may actually change the colour of the ambient reflected light.
What happens if shader does not have forward add pass?
If your shader does not have a ForwardAdd pass it will send the first 4 brightest point lights as vertex lights. Directional lights will be pre-baked into the SH. You can disable the forward add pass by including noforwardadd to the #pragma surface line and not using Fallback “Diffuse” (which will otherwise re-add the forward add pass).
How does ambient lighting simulate the radiant effect?
Ambient lighting is used to simulate the “radiant” effect in lighting, that is, the effect of light which is “bouncing around” the environment which otherwise isn’t accounted for by your lighting model.