Material component reference
Adjust the material's shader and properties to achieve different visual effects.
Read time 2 minutesLast updated 2 days ago
Use the Material component on a GameObject to define how its surface appears.
Main material properties
Each shader has properties you can adjust to get the look you want. The following are the most common properties:Property | Description |
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Shader | Select the shader that best fits your material needs. For more details, refer to Shader options. |
Surface | Choose how transparent you want your material to be. For a description of the options, refer to Surface options. |
Main Color | Pick a color for your material. Either use the color wheel, or enter exact RGB, HSV, or Hex codes. Adjust the alpha slider (A) to control transparency. |
Workflow | Choose between Specular (for shiny, glassy surfaces) and Metallic (for metal-like surfaces). |
Smoothness | Change how smooth the surface appears. Slider from 0 (rough/matte) to 1 (smooth/shiny). |
Roughness | Change how rough the surface appears. Slider from 0 (smooth) to 1 (rough). |
Metallic | Choose how metallic the surface appears. Slider from 0 (not metallic) to 1 (fully metallic). |
Specular Color | Pick the color of the shiny highlights. |
Shader options
Change the Shader setting to choose how your material interacts with light and appears in your scene:Shader | Description |
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Standard Lit | Responds to scene lighting for realistic effects (shadows, highlights). Good for most objects that need to look more realistic. |
Standard Unlit | Ignores all scene lighting. The object appears with flat color and is always fully visible. Useful for icons, UI backgrounds, or stylized effects. |
glTF PBR Metallic | Uses the glTF standard for metallic PBR materials. This is useful for objects that need accurate metal and roughness effects. |
glTF Unlit | Ignores all scene lighting. The object appears with flat color and is always fully visible. This is best for models or textures that you always want to look the same, no matter the scene lighting. |
Surface options
Change the Surface setting to control how transparent your material is:Option | Description |
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Opaque | Select this option to give the material a solid appearance that isn't transparent. This option is appropriate for most objects. |
Transparent | Select this option to give the material a transparent appearance, and allows you to look through it, like glass or plastic. |
Advanced material settings
Expand the Advanced section of the Material component to access more settings:Property | Description |
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Render Face | Choose which sides of your object are visible. |
Emissive Toggle | Enable this option to make your object glow with a chosen color, as if the object is its own light source. |
Emission Color | Choose the color of the emitted light. |
Texture Transform | Enable this setting to adjust how a texture is displayed on your object. |
Texture Tiling | Repeat the texture multiple times across the surface. |
Texture Offset | Move the texture’s position on the object’s surface. |
Render Face options
Change the Render Face setting to control which sides of your object are visible:Option | Description |
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Front | Only the front face of the object is visible. |
Back | Only the back face of the object is visible. |
Both | Both faces of the object are visible. |