Making an Emission shader emit a different colour of light than the colour assigned to the object? I am making a skydome and I have a texture hooked up with an emission shader for it, however, since the dome is blue it only emits blue light. Is there a way that I can have the whole sky illuminated and have the light reaching the rest of my scene be a different colour?
Assuming you are using Cycles (which you never state what render engine you are using) use a light path node with the Is Camera output socket.

This will tell Blender that the visible color of the object is the one specified, but the emission remains whatever you specify in the above node.