I am working on a shader of sorts which uses material parameters, but it uses mostly Emissive properties due to lit shading not giving the look that I want.
I am wondering if there is any way that I can get self-shadowing and shadows based on the level lighting to work with Emissive materials without having to switch to a dodgy post-process solution entirely, or without having to spend large sums of time figuring out how make a shader model which uses emissive but accepts shadows