I guess the title says it all. I have a script creating a material instance and need it to use emissive properties. The textures are assigned but I don’t know how to access the “Emission” bool value to activate it on runtime.
You’re missing two things. First is you need to enable the appropriate keyword.
mat.EnableKeyword(“_EMISSION”);
That by itself should be enough for the emission texture to show up. The checkbox doesn’t actually need to be enabled for the emission texture to be used, it’s controlled by a completely separate setting. That setting is the globalIlluminationFlags.