How can I make material bright?

It is two traffic lights (TL) on the screenshot.
Without light source (left) and with (right).

I have a lot of TL in my scene, so I can’t use dynamic light.
And I can’t bake lights, because I need to enable/disable red and green lights.

How can I change material on the TL on the left to make it looks like TL on the right without using light source?


Try different shaders, for instance specular shader. if not enough try this simple one:

Shader "MyShader/Emissive"
       _MainTex("Texture2D", 2D) = "white"{}
       _BumpMap("Texture2D", 2D) = "bump"{}
       _SpecMap("SpecularMap", 2D) = "black"{}
       _SpecColor("SpecularColor" Color) = (0.5, 0.5, 0.5, 1.0)
       _SpecPower("SpecularPower", Range(0,1)) = 0.5
       _EmitMap("EmitPower", Range(0,2)) = 1.0
       Tags{"RenderType" = "Opaque"}
       #pragma surface surf BlinnPhong
       #pragma exclude_renderers flash

       sampler2D _MainTex;
       sampler2D _BumpMap;
       sampler2D _SpecMap;
       float _SpecPower;
       sampler2D _EmitMap;

       struct Input{
          float2 uv_MainTex;
          float2 uv_BumpMap;
          float2 uv_SpecMap;
          float2 uv_EmitMap;
       void surf(Input IN, inout SurfaceOutput o){
           fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
           fixed4 spec = tex2D(_SpecMap, IN.uv_SpecMap);
           fixed4 emit = tex2D(_EmitMap, IN.uv_EmitMap);

           o.Albedo = tex.rgb;
           o.Normal = UnpackNormal(_BumpMap, IN.uv_BumpMap);
           o.Specular = _SpecPower;
           o.Gloss = spec.rgb;
           o.Emission = emit.rgb * _EmitPower;
    Fallback "Diffuse"

Note: For anyone using that shader, it is meant to be emissive but it won’t emit light. This is important to those who want to make a source of light, this is not what you need as it is way too simple.