---
title: emissiveColor
framework: realitykit
role: symbol
role_heading: Instance Property
path: realitykit/physicallybasedmaterial/emissivecolor-swift.property
---

# emissiveColor

The color of the light the entity emits.

## Declaration

```swift
var emissiveColor: PhysicallyBasedMaterial.EmissiveColor { get set }
```

## Discussion

Discussion With Physically Based Rendering (PBR), you can give entities in RealityKit the appearance of emitting light. Use this property to simulate real-world objects that glow, such as objects with LEDs or computer screens. To enable light emission from a material, set emissiveIntensity to a value greater than zero, then specify a color for the emitted light other than black using this property. You can specify a single emissive color for the entire material, or use a UV-mapped image texture to use different colors for different parts of the entity. The following example uses a single color for the entire material: material.emissiveIntensity = 2.0 self.emissiveColor = PhysicallyBasedMaterial.EmissiveColor(color: .red) This example uses an image map to control the light emission color: if let emissiveResource = try? TextureResource.load(named:"entity_emissive") {     let emissiveMap = MaterialParameters.Texture(emissiveResource)     material.emissiveColor = .init(texture: emissiveMap) }

## See Also

### Adding light emission

- [emissiveIntensity](realitykit/physicallybasedmaterial/emissiveintensity.md)
