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The LightEmission property determines the blending of the ParticleEmitter/Texture's colors with the colors behind them. It should be set on the range [0, 1]. A value of 0 uses normal blending modes, and a value of 1 will use additive blending. The value of the additive blending is determined by this property. When changed, this property instantly affects all particles owned by the emitter, both current and future particles.

Pictured below are two default ParticleEmitters. The right one has its LightEmission set to 1, so the particles appear brighter due to the additive blending when they overlap.
Two default ParticleEmitters; the right one has a LightEmission of 1

When set to 1, only additive blending is used. As such, choosing a suitable ParticleEmitter/Texture is necessary. Below is an example texture that is suitable for such a ParticleEmitter.
A gray-scale image suitable as a particle Texture

This property should not be confused with ParticleEmitter/LightInfluence, which determines how particles are affected by environment light. This property does not cause particles to light the environment around them. To do that, consider using a PointLight.

Code Samples

Creating a Particle Emitter from Scratch

This rather lengthy code sample shows how every property of a ParticleEmitter can be set, including DataType/NumberRange, DataType/NumberSequence and DataType/ColorSequence properties. Below is how the ParticleEmitter should after every property is set. Try playing around with the different properties to customize how the effect looks!

The final product