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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

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 ColorPick 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.
WorkflowChoose between Specular (for shiny, glassy surfaces) and Metallic (for metal-like surfaces).
SmoothnessChange how smooth the surface appears. Slider from 0 (rough/matte) to 1 (smooth/shiny).
RoughnessChange how rough the surface appears. Slider from 0 (smooth) to 1 (rough).
MetallicChoose how metallic the surface appears. Slider from 0 (not metallic) to 1 (fully metallic).
Specular ColorPick 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

Standard LitResponds to scene lighting for realistic effects (shadows, highlights). Good for most objects that need to look more realistic.
Standard UnlitIgnores all scene lighting. The object appears with flat color and is always fully visible. Useful for icons, UI backgrounds, or stylized effects.
glTF PBR MetallicUses the glTF standard for metallic PBR materials. This is useful for objects that need accurate metal and roughness effects.
glTF UnlitIgnores 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

OpaqueSelect this option to give the material a solid appearance that isn't transparent. This option is appropriate for most objects.
TransparentSelect 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

Render FaceChoose which sides of your object are visible.
Emissive ToggleEnable this option to make your object glow with a chosen color, as if the object is its own light source.
Emission ColorChoose the color of the emitted light.
Texture TransformEnable this setting to adjust how a texture is displayed on your object.
Texture TilingRepeat the texture multiple times across the surface.
Texture OffsetMove 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

FrontOnly the front face of the object is visible.
BackOnly the back face of the object is visible.
BothBoth faces of the object are visible.