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