AlevamLtd So will that give the same results as in this picture?

It's easy enough to test it out.
That look is 100% doable with emission and a bit of parameter adjustment.

    AlevamLtd what sort of parameters?

    Stuff under "Emission" section in standard material properties.
    Everything you need was answered multiple times in this thread. Time to stop asking questions and start doing things 😉

      AlevamLtd They likely pipe the textures to emission channel. Might be further enhanced with some clever color management and LUTs.

      Mind, in case of your spider here, the eyes are clearly meant to be emission but you can mix multiple textures cleverly via shaders/graph. you can also instead go with emission for the eyes and albedo for the rest, then use prebaked light maps to influence the albedo too. Skip using directional lights and rely more on lightmaps and ambient lighting...

      10 days later

      Okay, after asking around elsewhere I finally found a method that works best

      • I create a second StandardMaterial pass
      • Set the transparency mode to Alpha-Scissor
      • Set the shading mode to Unshaded
      • For the Albedo texture, I create a version of the base texture where only the fullbright pixels are visible
      • xyz replied to this.

        AlevamLtd With this you introduce an additional shader pass and an additional texture. Why do it like that when you can do it with a single pass and a single texture as I described above.

        AlevamLtd

        shader_type spatial;
        
        uniform sampler2D tex;
        
        void fragment() {
        	vec4 t = texture(tex, UV);
        	ALBEDO = t.rgb;
        	EMISSION = ALBEDO * t.a;
        }