I have been trying to figure it out how to hide emissive source object, its render source, and keep its lightning effect. In my case a simple plane object.
There is something similar in Unity Volumetric Lighting on GitHub, with Area lights and option for render source on/off.
You can change the material with (Mobile/)Particles/Additive shader and assign your emissive texture to the main texture. If you need to increase the emissive power, use this slightly modified additive shader instead.
Make sure both the āinvisibleā emissive object and the scene objects to receive object emission are āStaticā. It doesnāt work if either isnāt static. You may also need to adjust the Lightmap Parameters to āDefault-HighResolutionā.
I wonder if having to use a different material type has follow-on effects for other areas. Setting up a decent GI interior scene already takes a lot of steps. Really common in renderers is āinvisible to cameraā, or ārender visibleā or āprimary visibilityā. Pretty common thing to want to do in a GI rendering pipeline.
I think Iāll give this āFadeā type material with Albedo alpha to zero a go though. Thanks.