Emission means that the rest of the sprite doesn't respond to scene lighting - workaround?

I haven’t used Unity since the URP came into existence and I am struggling with a particular aspect of it. I followed a Brackeys tutorial (How to make 2D GLOW in Unity! - YouTube) to make the eye of my sprite glow, but this means that the rest of the sprite doesn’t respond to the environment lighting. Is there a workaround, such as a way to combine the lit shader and my own?
Below is pictures of my sprite with the glowing eye in the scene, the settings for the wolf, the shader and the material and the nodes of the shader. Whoever might be reading this, I hope you’re having a good day :smile:


Hi, I suggest using a Lit shader graph.

There’s an “Emission(3)” output in the Lit master node, and you don’t need to add up the base color & emission. (If no, try clicking the fragment node and press “space”)

Thanks so much for your prompt reply. I made the changes to the shader and now the wolf is responding to lighting. However, the eye is not glowing, it is just displaying the standard texture.


I think it’s because the “Color(4)” node is a LDR color, which means that the brightest color is RGB: (1.0, 1.0, 1.0).

You can try this ( Shader Graph define HDR Color property ):
8749527--1185324--SetColorToHDR.jpg

Another way is to add an “Intensity” (>=0) property and multiply it with the LDR color. Sometimes you may find it easier to control the emission color this way.