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  "identifier" : "/documentation/RealityKit/PhysicallyBasedMaterial/emissiveColor-swift.property",
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  "title" : "emissiveColor"
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# emissiveColor

The color of the light the entity emits.

```
var emissiveColor: PhysicallyBasedMaterial.EmissiveColor { get set }
```

## Discussion

With Physically Based Rendering (PBR), you can give entities in
RealityKit the appearance of emitting light. Use this property to
simulate real-world objects that glow, such as objects with LEDs or
computer screens. To enable light emission from a material, set
[`emissiveIntensity`](/documentation/RealityKit/PhysicallyBasedMaterial/emissiveIntensity) to a value greater than
zero, then specify a color for the emitted light other than black using
this property. You can specify a single emissive color for the entire
material, or use a UV-mapped image texture to use different colors for
different parts of the entity.

The following example uses a single color for the entire material:

```swift
material.emissiveIntensity = 2.0
self.emissiveColor = PhysicallyBasedMaterial.EmissiveColor(color: .red)
```

This example uses an image map to control the light emission color:

```swift
if let emissiveResource = try? TextureResource.load(named:"entity_emissive") {
    let emissiveMap = MaterialParameters.Texture(emissiveResource)
    material.emissiveColor = .init(texture: emissiveMap)
}
```

---

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