Material reference
Edit the Material properties to define how your object's surface appears. Use these controls to adjust material properties so your object can mimic various surfaces, including brick, glass, wood, and more. To access the material's properties, either:
- Select the material in your folder.
MyAssets - Or select a GameObject to bring up its Inspector, and in the Mesh Renderer or Skinned Mesh Renderer component, expand the Materials section.
Shader options
Change the Shader setting to choose how your material interacts with light and appears in your scene:Shader | Description |
|---|---|
| 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 BPR (Specular) | Uses the glTF standard with a specular workflow, which lets you control specular color and glossiness directly. Ideal for non-metal materials where precise highlight color and intensity are important. |
| 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. |
Material properties
The properties of your material change depending on your shader choice. The following are the available material properties for each shader type:Standard Lit shader material settings
The following settings are available if you set Shader to Standard (Lit).Property | Description |
|---|---|
| Surface | Choose how transparent you want your material to be:
|
| Main Color | Pick a color for your material. Use the color wheel or enter exact RGB, HSV, or Hex codes. Adjust the alpha slider (A) to control transparency. The surface result is the Main Color multiplied by the Main Texture. Any Main Color other than white tints the texture with that color. |
| Main Texture | Select a texture file to display on the material. Sets the colors and patterns on the surface of the object (also known as Albedo or Diffuse). The surface result is the Main Color multiplied by the Main Texture. Any Main Color other than white tints the texture with that color. |
| Workflow | Choose between Metallic and Specular workflows to define how the material interacts with light. Use the Metallic workflow for metal-like surfaces. Use the Specular workflow for more control over specular reflections and to create shiny, glossy surfaces. |
| Smoothness | Change how smooth the surface appears. Slider from 0 (rough/matte) to 1 (smooth/shiny). |
| Metallic | Choose how metallic the surface appears. Slider from 0 (not metallic) to 1 (fully metallic). Only shows effect if you set Workflow to Metallic. |
| Specular Color | Pick the color of the shiny highlights. Only shows effect if you set Workflow to Specular |
| Advanced | Expand this section to access more material settings, including multiple texture options. |
Advanced material properties
The following properties are available when you expand Advanced:Property | Description |
|---|---|
| Render Face | Choose which sides of your object are visible:
|
| Normal Map | Add a normal map (a type of bump map texture) to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry. |
| Normal Map Scale | Adjust the intensity of the normal map effect. Higher values increase the appearance of bumps; lower values reduce it. |
| Emissive | Enable this option to make parts of your material glow, as if the object is its own light source. For example, neon lights, headlights, and LEDs. |
| Emission Color | Choose the color of the emitted light. |
| Emission Map | Provide a texture that controls where and how strongly the material emits light across the surface. Brighter areas glow more. |
| Specular Map | Provide a texture that controls the strength and distribution of specular highlights (reflectivity) across the surface. Brighter areas look glossier and reflect highlights more strongly, while darker areas look dull. |
| Specular Map Scale | Adjust the intensity of specular highlights defined by the Specular Map. |
| Metallic Map | Defines which parts of the surface look like metal. Brighter areas appear more metallic (mirror-like reflections, colored by the environment), while darker areas look non-metal. |
| Occlusion Map | Provide an ambient occlusion (AO) texture that darkens crevices and areas that receive less ambient light, which can help add depth and realism. |
| Occlusion Strength | Adjust the intensity of the ambient occlusion effect. Higher values deepen shadowed areas. |
| Texture Tiling | Repeat the material's textures across the surface. Use separate X and Y values to control repetition in each direction. |
| Texture Offset | Shift where the texture starts on the surface. Use separate X and Y values to move the texture horizontally and vertically. |
Standard Unlit shader material settings
The following settings are available if you set Shader to Standard (Unlit).Property | Description |
|---|---|
| Surface | Choose how transparent you want your material to be:
|
| Main Color | Pick a color for your material. Use the color wheel or enter exact RGB, HSV, or Hex codes. Adjust the alpha slider (A) to control transparency. The surface result is the Main Color multiplied by the Main Texture. Any Main Color other than white tints the texture with that color. |
| Main Texture | Select a texture file to display on the material. Sets the colors and patterns on the surface of the object (also known as Albedo or Diffuse). The surface result is the Main Color multiplied by the Main Texture. Any Main Color other than white tints the texture with that color. |
| Advanced | Expand this section to access more material settings, including multiple texture options. |
Advanced material properties
The following properties are available when you expand Advanced.Property | Description |
|---|---|
| Render Face | Choose which sides of your object are visible:
|
| Texture Tiling | Repeat the material's textures across the surface. Use separate X and Y values to control repetition in each direction. |
| Texture Offset | Shift where the texture starts on the surface. Use separate X and Y values to move the texture horizontally and vertically. |
glTF PBR Metallic shader material settings
The following settings are available if you set Shader to Standard (Lit).Property | Description |
|---|---|
| Surface | Choose how transparent you want your material to be:
|
| Main Color | Pick a color for your material. Use the color wheel or enter exact RGB, HSV, or Hex codes. Adjust the alpha slider (A) to control transparency. The surface result is the Main Color multiplied by the Main Texture. Any Main Color other than white tints the texture with that color. |
| Main Texture | Select a texture file to display on the material. Sets the colors and patterns on the surface of the object (also known as Albedo or Diffuse). The surface result is the Main Color multiplied by the Main Texture. Any Main Color other than white tints the texture with that color. |
| Workflow | Choose between Metallic and Specular workflows to define how the material interacts with light. Use the Metallic workflow for metal-like surfaces. Use the Specular workflow for more control over specular reflections and to create shiny, glossy surfaces. |
| Roughness | Change how rough the surface appears. Slider from 0 (smooth/shiny) to 1 (rough/matte). |
| Metallic | Choose how metallic the surface appears. Slider from 0 (not metallic) to 1 (fully metallic). Only shows effect if you set Workflow to Metallic. |
| Advanced | Expand this section to access more material settings, including multiple texture options. |
Advanced material properties
The following properties are available when you expand Advanced:Property | Description |
|---|---|
| Render Face | Choose which sides of your object are visible:
|
| Normal Map | Add a normal map (a type of bump map texture) to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry. |
| Normal Map Tiling | Repeat the normal map texture across the surface. Use separate X and Y values to control repetition in each direction. |
| Normal Map Offset | Shift where the normal map texture starts on the surface. Use separate X and Y values to move the texture horizontally and vertically. |
| Emissive | Enable this option to make parts of your material glow, as if the object is its own light source. For example, neon lights, headlights, and LEDs. |
| Emission Color | Choose the color of the emitted light. |
| Emission Map | Provide a texture that controls where and how strongly the material emits light across the surface. Brighter areas glow more. |
| Emission Map Tiling | Repeat the emission map texture across the surface. Use separate X and Y values to control repetition in each direction. |
| Emission Map Offset | Shift where the emission map texture starts on the surface. Use separate X and Y values to move the texture horizontally and vertically. |
| Roughness Map | Provide a texture that controls roughness across the surface. Brighter areas appear rougher (more matte), while darker areas appear smoother (shinier). |
| Metallic Map Tiling | Repeat the metallic map texture across the surface. Use separate X and Y values to control repetition in each direction. |
| Metallic Map Offset | Shift where the metallic map texture starts on the surface. Use separate X and Y values to move the texture horizontally and vertically. |
| Occlusion Map | Provide an ambient occlusion (AO) texture that darkens crevices and areas that receive less ambient light, which can help add depth and realism. |
| Occlusion Strength | Adjust the intensity of the ambient occlusion effect. Higher values deepen shadowed areas. |
| Occlusion Map Tiling | Repeat the occlusion map texture across the surface. Use separate X and Y values to control repetition in each direction. |
| Occlusion Map Offset | Shift where the occlusion map texture starts on the surface. Use separate X and Y values to move the texture horizontally and vertically. |
| Enable Texture Tiling and Offset | Enable this option to access tiling and offset settings for all textures applied to the material. |
| Texture Tiling | Repeat the material's textures across the surface. Use separate X and Y values to control repetition in each direction. |
| Texture Offset | Shift where the texture starts on the surface. Use separate X and Y values to move the texture horizontally and vertically. |
glTF PBR Specular shader material settings
Property | Description |
|---|---|
| Surface | Choose how transparent you want your material to be:
|
| Main Color | Pick a color for your material. Use the color wheel or enter exact RGB, HSV, or Hex codes. Adjust the alpha slider (A) to control transparency. The surface result is the Main Color multiplied by the Main Texture. Any Main Color other than white tints the texture with that color. |
| Main Texture | Select a texture file to display on the material. Sets the colors and patterns on the surface of the object (also known as Albedo or Diffuse). The surface result is the Main Color multiplied by the Main Texture. Any Main Color other than white tints the texture with that color. |
| Glossiness | Change how glossy the surface appears. Slider from 0 (matte) to 1 (shiny). |
| Specular Color | Pick the color of the shiny highlights. Only shows effect if you set Workflow to Specular |
| Advanced | Expand this section to access more material settings, including multiple texture options. |
Advanced material properties
The following properties are available when you expand Advanced:Property | Description |
|---|---|
| Render Face | Choose which sides of your object are visible:
|
| Normal Map | Add a normal map (a type of bump map texture) to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry. |
| Normal Map Tiling | Repeat the normal map texture across the surface. Use separate X and Y values to control repetition in each direction. |
| Normal Map Offset | Shift where the normal map texture starts on the surface. Use separate X and Y values to move the texture horizontally and vertically. |
| Emissive | Enable this option to make parts of your material glow, as if the object is its own light source. For example, neon lights, headlights, and LEDs. |
| Emission Color | Choose the color of the emitted light. |
| Emission Map | Provide a texture that controls where and how strongly the material emits light across the surface. Brighter areas glow more. |
| Emission Map Tiling | Repeat the emission map texture across the surface. Use separate X and Y values to control repetition in each direction. |
| Emission Map Offset | Shift where the emission map texture starts on the surface. Use separate X and Y values to move the texture horizontally and vertically. |
| Specular Map | Provide a texture that controls the strength and distribution of specular highlights (reflectivity) across the surface. Brighter areas look glossier and reflect highlights more strongly, while darker areas look dull. |
| Specular Map Tiling | Repeat the specular map texture across the surface. Use separate X and Y values to control repetition in each direction. |
| Specular Map Offset | Shift where the specular map texture starts on the surface. Use separate X and Y values to move the texture horizontally and vertically. |
| Occlusion Map | Provide an ambient occlusion (AO) texture that darkens crevices and areas that receive less ambient light, which can help add depth and realism. |
| Occlusion Strength | Adjust the intensity of the ambient occlusion effect. Higher values deepen shadowed areas. |
| Occlusion Map Tiling | Repeat the occlusion map texture across the surface. Use separate X and Y values to control repetition in each direction. |
| Occlusion Map Offset | Shift where the occlusion map texture starts on the surface. Use separate X and Y values to move the texture horizontally and vertically. |
| Enable Texture Tiling and Offset | Enable this option to access tiling and offset settings for all textures applied to the material. |
| Texture Tiling | Repeat the material's textures across the surface. Use separate X and Y values to control repetition in each direction. |
| Texture Offset | Shift where the texture starts on the surface. Use separate X and Y values to move the texture horizontally and vertically. |
glTF Unlit shader material settings
The following material properties are available when you set Shader to glTF Unlit:Property | Description |
|---|---|
| Surface | Choose how transparent you want your material to be:
|
| Main Color | Pick a color for your material. Use the color wheel or enter exact RGB, HSV, or Hex codes. Adjust the alpha slider (A) to control transparency. The surface result is the Main Color multiplied by the Main Texture. Any Main Color other than white tints the texture with that color. |
| Main Texture | Select a texture file to display on the material. Sets the colors and patterns on the surface of the object (also known as Albedo or Diffuse). The surface result is the Main Color multiplied by the Main Texture. Any Main Color other than white tints the texture with that color. |
| Advanced | Expand this section to access more material settings, including multiple texture options. |
Advanced material properties
The following properties are available when you expand Advanced:Property | Description |
|---|---|
| Render Face | Choose which sides of your object are visible:
|
| Enable Texture Tiling and Offset | Enable this option to access tiling and offset settings for all textures applied to the material. |
| Texture Tiling | Repeat the material's textures across the surface. Use separate X and Y values to control repetition in each direction. |
| Texture Offset | Shift where the texture starts on the surface. Use separate X and Y values to move the texture horizontally and vertically. |