How to make an Unlit URP shader graph which can have an emission map that contribitues in global illumination?

As far as I know, there is an emission input in the URP lit shader graph, but there isn’t one when you switch the material type to lit.
I want to make an unlit shader graph, with an addition of custom lighting and I need emissive textures for my materials that can be used in the global illumination process, so when I use the Baked GI node, I can use their lightning data along with the data that came from the scene lighting. is there a way to achieve this?

I think there is a separate emission node in HDRP, I don’t know if the emission there can contribute to GI or not, but if it does, I think that what I am looking for is similar to this feature.

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i'm assuming you meant to write "when you switch the material type to UNlit"?