If I create a material and associate a new PBR shader graph I can set the emission, and the object will be brighter, but it will not actually emit any light on nearby objects. If I switch to a material with a standerd shader and set the emission then everything works as expected. In this example all objects are set to static. Interestingly, the "bloom" post processing effect does react correctly to the emission of the PBR shader. Am I missing something about how these shaders should work? or am I missing a setting somewhere?