Emission is already handled internally and adding support for it should be as easy as adding a texture lookup in the shader. The only reason i haven't yet is that I didn't want to make the shader heavier than it already is. Note that I'm not relying on optional material features because of the infamous keyword limit. I'll try adding it as something you can enable by uncommenting a few lines in the shader. --- Some of you may have encountered issues with image effects. In particular SSAO and similar effects that rely on normals in the gbuffer. I'm working on a decent workaround, but I'd like if you vote on my feature request here that would fix the problem properly in Unity and at the same time allow me to make the shader much more performant when deferred shading is enabled by implementing it as a hybrid forward-deferred shader without fragile hacks. Of course the pure forward mode will continue being supported. Translation: if you want feasible wrinkle maps, detail maps and [return of] tessellation vote here.