Any way to make meshes with an applied texture glow/be brighter without making the outdoorambient brighter?

So for context i’m working on an underwater city game based on Bioshock.
I’m trying to make some pre-existing meshes (which i do now have the files for, they were gifted to me by a friend) able to be visible without making the ambient lighting dark.
(lighting settings pictured)
image
and the results… are not what i’m looking for.

However, when i make the outdoorambient as bright as possible, it gives the desired results, yet makes other structures far brighter


(the buildings have the desired aggect, but the rest of the map is far too bright for what i am aiming to achieve)
Is there any way to achieve it? (I can’t make the building textures a decal, they are UV mapped on)

Here is a reference image from in the game my game is based on to show roughly what i am trying to achieve:
image

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Have you tried surface lights / point lights?

Yes, but my game uses future lighting and it make the whole building a lot brighter, and isn’t reasonable when there’s around a hundred buildings as scenery.