How to add Emission to my custom shader?

Hi in my Endless Runner Game im using shader from this video : Curved World with Surface Shader #1 - YouTube thats making curved surface effect, its working perfectly except that on my surface material i was previously using Standart Shader but this new curved Shader doesnt contain the same Functions like emission and much more, i need to add Emission to the Shader but none of the internet solutions seem to work default standart shader : Unity-Built-in-Shaders/DefaultResourcesExtra/Standard.shader at master · TwoTailsGames/Unity-Built-in-Shaders · GitHub , CurvedShader Script :

    Properties {
   _Color ("Color", Color) = (1,1,1,1)
   _MainTex ("Albedo (RGB)", 2D) = "white" {}![165461-help2.png|485x1050](upload://hIWKAZhyshAjiI9qgmvmkMJg4EP.png)
  }

  SubShader {

 Tags { "RenderType"="Opaque" }
 LOD 200

 CGPROGRAM

 // Physically based Standard lighting model, and enable shadows on all light types

 #pragma surface surf Standard fullforwardshadows vertex:vert addshadow
 //#pragma surface surf Lambert vertex:vert addshadow
   
 // Use shader model 3.0 target, to get nicer looking lighting
 #pragma target 3.0

 #include "UnityCG.cginc"

 sampler2D _MainTex;
   
 struct Input {
 float2 uv_MainTex;
 };
   
 fixed4 _Color;
 
 // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
 // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
 // #pragma instancing_options assumeuniformscaling

 UNITY_INSTANCING_BUFFER_START(Props)
 // put more per-instance properties here
 UNITY_INSTANCING_BUFFER_END(Props)

 #include "CurvedSurfaceCore.cginc"

 void surf (Input IN, inout SurfaceOutputStandard o) 
 //void surf (Input IN, inout SurfaceOutput o) 
 {
     // Albedo comes from a texture tinted by color
     fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
     o.Albedo = c.rgb;
     o.Alpha = c.a;
 }

 ENDCG

 }

 FallBack "Diffuse"

 }![165461-help2.png|485x1050](upload://hIWKAZhyshAjiI9qgmvmkMJg4EP.png)

Okay problem fixed with these changes :

Properties {
  _Color ("Color", Color) = (1,1,1,1)
  _MainTex ("Albedo (RGB)", 2D) = "white" {}
  _Emission("Emission", float) = 0
  [HDR] _EmissionColor("Color", Color) = (0,0,0)
  _Glossiness ("Smoothness", Range(0,1)) = 0.5
 }

 fixed4 _EmissionColor;
 half _Glossiness;

 void surf (Input IN, inout SurfaceOutputStandard o) 
//void surf (Input IN, inout SurfaceOutput o) 
{
	// Albedo comes from a texture tinted by color
	fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
	o.Albedo = c.rgb;
	o.Alpha = c.a;
	o.Emission = c.rgb * tex2D(_MainTex, IN.uv_MainTex).a * _EmissionColor;
	o.Smoothness = _Glossiness;
}

hey, how would you add HDR emision on this one, im new at this and I’ll like to put emision to this shader:

Shader “UltraFX/FlareOverrender” {

Properties {

_MainTex ("Particle Texture", 2D) = "black" {}

_glow("Glow", range(0, 1000)) = 0.05

_ap("Alpha Power", range(0, 1000)) = 0.3

}

SubShader {

Tags {

    "Queue"="Transparent+2147479647"

    "IgnoreProjector"="True"

    "RenderType"="Transparent"

    "PreviewType"="Plane"

}
Cull Off Lighting Off ZWrite Off Ztest Always
Blend One One

Pass {
    CGPROGRAM
    #pragma vertex vert
    #pragma fragment frag
    #pragma target 2.0

    #include "UnityCG.cginc"

    sampler2D _MainTex;
    fixed4 _TintColor;

    struct appdata_t {
        float4 vertex : POSITION;
        fixed4 color : COLOR;
        float2 texcoord : TEXCOORD0;
        UNITY_VERTEX_INPUT_INSTANCE_ID
    };

    struct v2f {
        float4 vertex : SV_POSITION;
        fixed4 color : COLOR;
        float2 texcoord : TEXCOORD0;
        UNITY_VERTEX_OUTPUT_STEREO
    };

    float4 _MainTex_ST;

    v2f vert (appdata_t v)
    {
        v2f o;
        UNITY_SETUP_INSTANCE_ID(v);
        UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
        o.vertex = UnityObjectToClipPos(v.vertex);
        o.color = v.color;
        o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
        return o;
    }

    fixed4 frag (v2f i) : SV_Target
    {
        fixed4 col;
        fixed4 tex = tex2D(_MainTex, i.texcoord);
        col.rgb = i.color.rgb * tex.rgb;
        col.a = tex.a;
        return col;
    }
    ENDCG
}

}

}