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	<title>Material emissive color - Revision history</title>
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	<updated>2026-11-05T20:23:20Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.trainzsimulator.com/index.php?title=Material_emissive_color&amp;diff=8587&amp;oldid=prev</id>
		<title>Windwalkr: Created page with &quot;This page is a stub.  The material emissive color is a lighting property of a Trainz material which defines the lighting output of the material itself. ...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Material_emissive_color&amp;diff=8587&amp;oldid=prev"/>
		<updated>2015-10-16T02:04:30Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;This page is a stub.  The &lt;a href=&quot;/wiki/Material_emissive_color&quot; title=&quot;Material emissive color&quot;&gt;material emissive color&lt;/a&gt; is a lighting property of a &lt;a href=&quot;/wiki/Material_Types&quot; title=&quot;Material Types&quot;&gt;Trainz material&lt;/a&gt; which defines the lighting output of the material itself. ...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;This page is a stub.&lt;br /&gt;
&lt;br /&gt;
The [[material emissive color]] is a lighting property of a [[Material Types|Trainz material]] which defines the lighting output of the material itself. This value is added to output of any lights affecting the material. This term is typically used to cause the material to &amp;quot;glow&amp;quot; at night time or in shadow. It is important to note that emissive colors only affect the material in question, and do not cause nearby objects to be &amp;quot;lit up in the glow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Colors are defined in the RGB color space and typically range between 0, 0, 0 (for no light, or &amp;quot;black&amp;quot;) to 1, 1, 1 (for full light, or &amp;quot;white&amp;quot;.) Trainz supports HDR colors beyond 1, 1, 1 for &amp;quot;overbright&amp;quot; objects.&lt;br /&gt;
&lt;br /&gt;
The standard lighting term for any given [[fragment]] rendered is approximately:&lt;br /&gt;
&lt;br /&gt;
: fragment_lighting = emissive_color + (diffuse_color * light_color) + specular_term.&lt;/div&gt;</summary>
		<author><name>Windwalkr</name></author>
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