Can an object with high emissive material receive shadows

I have plane object that has a material with a video player render texture as a base map and as an emissive map, and I use white emissive color in order to emit light from the light parts of the video even at the dark. I want this plane to simulate a TV. The problem I see is that when the emission color is totally white it does not receive any shadows from the other objects, and if I change the color to a more grey tone (in order to receive shadows) the light emission of the TV is droping. Is there a way to have a white emission color and receive normal shadows, as if I hadn’t any emission?
I currently use the HDRP/Lit shader for the material.

The emissive component of a surface by definition doesn’t “receive shadows”, because it is not a lit surface… i.e. it doesn’t receive light to determine how bright the surface will be, because it is in itself a light source instead.

So if the emissive component does not receive light in the first place, the contribution of a light source to that surface is already zero, so weather it is in shadow or not in relation to that light source, is not relavant.

The base map / base surface on the other hand, does receive light and that light will be obscured by shadowed areas. I.e. if you turn your TV off, shine a light on it and block the light, you will see your shadow cast on the TV. But if you turn your TV on, the TV picture itself does not receive light or shadows.

Sorry for the long story, but it sounds like what you are seeing is how it should be, and the same as in real life :coffee: