For reference, this snippet of shader code is being blocked somehow by the SDK, no longer working in-game. However, in SDK 3.8.1, it works.
// Glow in the dark Emission
[HideInInspector] s_start_EmissionLightBased__mID__ ("Light Based--{reference_property:_EnableGITDEmission__mIDx__,persistent_expand:true,default_expand:false}", Float) = 0
[HideInInspector][ToggleUI]_EnableGITDEmission__mIDx__ ("Light Based", Float) = 0
[Enum(World, 0, Mesh, 1)] _GITDEWorldOrMesh__mIDx__ ("Lighting Type", Int) = 0
_GITDEMinEmissionMultiplier__mIDx__ ("Min Emission Multiplier", Range(0, 1)) = 1
_GITDEMaxEmissionMultiplier__mIDx__ ("Max Emission Multiplier", Range(0, 1)) = 0
_GITDEMinLight__mIDx__ ("Min Lighting", Range(0, 1)) = 0
_GITDEMaxLight__mIDx__ ("Max Lighting", Range(0, 1)) = 1
[HideInInspector] s_end_EmissionLightBased__mID__ ("", Float) = 0