Is this even possible in MSFS? I have a texture applied to a rectangle that has an irregular outline, and therefore has an alpha channel to mask off the area that should be transparent. This works perfectly for the standard albedo texture. I can set the alpha mode to either blend or masking and it looks great in the sim during the day. The issue is that I also created an emissive texture for this object that displays at night. I tried an emissive texture with and without an alpha channel. Neither works. At night, either the "masked" area is black, or the entire emissive texture is black. Is there any configuration under which the visible texture is emissive at night and the masked off area is invisible?