Creating Emissions: Fake lights
When done properly, creating emissions can provide pseudo lighting for a scene. This is done by once again editing the textures in an outside program (Photoshop).
I want my giant vats to be a green color and emit a faint light. The best use of internal resources would be to create an emission channel on the gameobject and then manually create an emission map utilizing the albedo map as a base.
In this case, I want to fill the checkered areas on the left-hand side.
Now back in Unity, I enable Emissions on this object by clicking the box in the Inspector
Drag the Emission map in, and voila!