This works but it’s not an ideal solution, since translucent shaders are more expensive than default lit it has the potential to affect performance if you have a scene with many translucent materials. Or you have an object like a table lamp with one material and texture and only part of the material should be emissive, you don’t want to make it translucent because then it looks like this:
A better solution would be to selectively disable Lumen screen traces for specific materials, as was mentioned in related threads but for which I have not found a solution
