Backlit render texture shader for URP

I am creating a game where you carry a smart phone with its screen visible in the main camera. I’ve got it working with a render texture and a 2nd camera pointed at a canvas UI. However, I want the phone screen to emit light like it is a real backlit screen. So even in a dark room you could see the screen. How could I do this with URP in a performant manner?

In the screenshot below, I am using the shader from Universal Render Pipeline/2D/Sprite-Lit-Default.

Hey !
Have you try to enable the emissive component on your phone’s screen material?

@Tsadh I did but then the text isn’t legible unfortunate.

Oh !
Can you send a picture ? And the organisation of your phone (you have the texture of the screen and after a 2d text ?)

@Tsadh Sure, please see attached.

Hey!
Ok the emissive does not work because you want to have a white font ?
I made a test ,you can see the result on the picture or download the project in the link.
Do not hesitate if you have any question

https://www.dropbox.com/s/aev1qtiq6a37539/Smartphone.rar?dl=0

Thanks @Tsadh for taking the time. I took a look and it seems that you are not rendering the Canvas on the texture of the screen of the smartphone, like I am doing. As mentioned above, I use a 2nd camera that renders the canvas to the texture of the smartphone.

@fendercodes
Yep you are right because it was a quick example but it should work !
I change my project you can try it

https://www.dropbox.com/s/lzh66nwdbtndhje/Smartphone.rar?dl=0

As you can see I created a new camera and cast the screen on a render texture. I put it in a plane call “Plane” under the smartphone do not forget the transparency (and alpha 255 + color wright).
Tell me if is that you want or not :S