Adding Emissions to Custom Textures
Objectives: Learn to add emission to your custom textures.
Now we are going to learn to add emissive. But what is an Emissions?
Emissions are a texture that illuminates, it like a luminous channel that would be in a 3D program.
Emissions are different in dynamic and statics elements. In dynamic elements, it will only emit glow. On static elements it will illuminate areas using the built in GI (Global Illumination) system. It works for both URP and HDRP.
In Unity we can see that our texture map has a couple of colors, and one part is green, showing the inside of our test tube.

So lets start by opening our texture using Adobe Photoshop. Then we are going to load our transparency.

Now we invert what we selected, as we want only the part that was highlighted as green in our texture. We create a new layer for it and fill with our new color.

And lastly, we create a new layer and place it underneath our Layer 2, and make it all black.

Now we can hop into Unity, and add our Emission map to our material, and see how the illumination works.

As you can see, we can change the color of the emission, as our map only contains the parts that were green, which meant the inside of our test tube.
Just remember that sometimes doing what we just did can be harder, as its hard to see/notice the emission from the texture.