# LightmapEmissionFlagsProperty

> Draws the UI for setting the global illumination flags of the selected materials.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor](/engine/7000.0/script-reference/unityeditor.md)
* **Assembly:** UnityEditor.CoreModule

## LightmapEmissionFlagsProperty(int, bool)

Draws the UI for setting the global illumination flags of the selected materials.

```csharp
public void LightmapEmissionFlagsProperty(int indent, bool enabled)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The number of levels to indent the property by.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): Set to true if emission is enabled for the material. Set to false otherwise.

### Remarks

Use this method in a custom material editor to let users choose whether the emission of the selected materials contributes to realtime or baked global illumination. This overload also updates the flags to match the emission color of each material.

## LightmapEmissionFlagsProperty(int, bool, bool)

Draws the UI for setting the global illumination flags of the selected materials, with the option to ignore the emission color.

```csharp
public void LightmapEmissionFlagsProperty(int indent, bool enabled, bool ignoreEmissionColor)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The number of levels to indent the property by.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): Set to true if emission is enabled for the material. Set to false otherwise.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): Set to true to leave the flags as they are, regardless of the emission color. Set to false to update them to match the emission color of each material.

### Remarks

Use this method in a custom material editor to let users choose whether the emission of the selected materials contributes to realtime or baked global illumination.
