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In my engine, I've implemented bloom but I also want to implement emission because some models that I have come with an emission map. It sounded to me like something adjacent to bloom but I guess it's different since other engines differentiate the two like here:

  1. Unity Emission: https://docs.unity3d.com/Manual/StandardShaderMaterialParameterEmission.html
  2. Unity Bloom: https://docs.unity3d.com/Manual/PostProcessing-Bloom.html

and also because it seems like it's something that is done in the material shader and not in any post-processing.

What is the difference (i.e not a part of post-processing) and how could I go about writing emission into my standard material shader (I'm using a deferred rendering technique)?

UPDATE:

Alright, I've seen that emission is just something that you add on top of the fragment after you've sampled the emission map. How then, would someone get that light appear to be glowing off the surface like in Unreal and Unity and also seemingly lighting other surfaces? Is that then to do with global illumination (I currently have a baked G.I solution for static scenes)?

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  • \$\begingroup\$ emission determines the Intensity of bloom in post processing for specific object \$\endgroup\$ – Seyed Morteza Kamali Jun 2 at 5:11

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