Emitting light from a mesh or texture? Also translucent?

Godot Version

Godot 4.3 beta 2

Question

Still fairly new to 3d!
I am working on tweaking some of the models in my 3d game. I have been using a shader, but want to switch to some textures/materials. But as part of that, I want to be able to have sections be able to cast a light. I also may want the object itself to emit light (I tried emission, not quite what I am looking for).

It would also be cool to have some of the textures/materials to be somewhat translucent. I tried playing around with alpha values and switching the transparency to alpha, but again, not quite what I’m looking for.

I’ve tried doing some searching on this, but can’t seem to find the right terms to use. Based on what I’m seeing, I either need to bake the lighting in blender or use certain global illumination modes in Godot?

Bonus points, how do I go about combining a material and a shader? I tried next pass and swapping where the shader and material were, but my material didn’t really show up. The shader is affecting the albedo, so I think it’s due to that. I think I need to use a texture instead or convert the material to a shader and try to combine the code.

For making a object emit a light, emisson is best otherwise you can use omni light or spot light. To make an object transfarent, set “transfarency” in geometry category of a mesh to 1. For combining materials, click the arrow in the right side of the material and press covert to shader material and then add the codes of your other shader. Do not bake light in blender you can do this in Godot.

Wouldn’t setting Transparent to 1 make it completely transparent? I played with that setting too, not really what I was looking for.

For the lighting, emission may work for having an object have internal light, but what if I wanted to have objects have light strips a la something in Tron?