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Here are some in-game screenshots with the latest sea lantern design for ToonAccurate. 

As with most emissive blocks the results can vary wildly from shader to shader. Some tend to have much too aggressive emission and get toned down (when possible), like Nostalgia or Kappa, or even BSL/Complementary.

I used a pretty high value for LabPBR emission, but I might tone it down at some point although I wouldn't want PT shaders to interpret that as a dimmer light overall; some shaders use both hardcoded emissive values and LabPBR, some perform some blending with the default lightmap... the issue lies mostly with the block itself not the light it casts around.


Shaders:
Chronos (1)
BSL v8.1 (2)
Chocapic v9.1 Extreme PBR test 2 (3-4)
Complementary v4.2.1 (5-6)
Continuum 2.1 alpha build 12 (7)
Kappa v4.1 (8-10)
KappaPT P12e (11)
MollyVX (12-14)
Nostalgia v3.1 (15)
SEUS PTGI HRR 2.1 with GFME 1.5 (16-17)
Spectrum (18)

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