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Basic Settings

These are the first fields you touch when you make a material. They cover base color, surface mode, transparency and stencil.

This page is a table for looking up values. If you want the order to turn things on in, see the Basic Settings guide.

The headings and order follow the inspector's section names and display order exactly.

The fields inside map and mask slots are the same in every slot.

Channel, remap, feather and mask UV are written once in the Shared Texture Slot UI.

Base Surface​

Inspector labelTypeRangeDefaultWhat it does
Base MapTexture-NoneThe main color texture
Base TintColor-WhiteA color laid over the Base Map
Tint Blend ModeEnumNormal / Multiply / Add / Screen / Color / OverlayMultiplyHow Base Tint combines with the Base Map
Base Map OpacityFloat0 ~ 11Multiplies the Base Map alpha at the final surface step
Use Color Adjust MaskToggle-OffApplies the Base HSVG adjustment only where the mask is white, and leaves the…
Base Color Adjustment MaskTexture-None-
Gradation LUTToggle-OffRe-maps the Base Map's colors through per-channel R/G/B ramps
Gradation LUTTexture-NoneA horizontal ramp texture
Gradation StrengthFloat0 ~ 10How far the ramp result is mixed over the source color

Surface Rendering​

Inspector labelTypeRangeDefaultWhat it does
Camera Depth ContributionToggle-OnControls whether this material is written to the camera-depth texture
Flip Backface Lighting NormalToggle-On-
Blend OperationEnumAdd / Subtract / ReverseSubtract / Min / MaxAdd-
Two-Pass ModeToggle-Off-
Transparent Depth PrepassToggle-Off-
Depth TestEnumDisabled / Never / Less / Equal / LessEqual / Greater / NotEqual / GreaterEqual / AlwaysLessEqual-

Alpha & Cutout​

Inspector labelTypeRangeDefaultWhat it does
Alpha & Cutout EffectsToggle-OnEnables or bypasses alpha mask, cutoff, soft cutout, distance, Fresnel, and…
Cutout ThresholdFloat0 ~ 10When Enable Cutout is on, pixels with alpha below this threshold are discarded
Soft CutoutToggle-OffSmooths the stair-stepped edge of a cutout using the screen's own anti-aliasing
Edge SharpnessFloat0.25 ~ 41How wide the softened band is
Enable Alpha MaskToggle-OffCombines a separate image with the Base Map alpha using the selected blend mode
Mask ImageTexture-NoneGrayscale image used as the alpha source
Alpha Blend ModeEnumMultiply / Replace / Add / SubtractMultiplyHow the mask combines with the Base alpha
Mask Value ScaleFloat-1Multiplies the mask after channel, invert, remap, feather, and gradient…
Mask Value OffsetFloat-0Added after Mask Value Scale
Camera Depth CutoffFloat0 ~ 10.5Where the transparent surface's silhouette in the camera depth texture is cut
Enable Distance FadeToggle-OffFades the surface out by how far it is from the camera
Near - Fully Gone AtFloat0 ~ 50Closer than this the surface is fully gone
Near - Fully Visible AtFloat0 ~ 50Farther than this the surface is fully there
Far - Starts Fading AtFloat0 ~ 200200Past this distance the surface starts fading
Far - Fully Gone AtFloat0 ~ 200200Farther than this the surface is fully gone
Enable Fresnel AlphaToggle-OffVaries transparency with how squarely the surface faces the camera
Alpha Fades · Opacity Facing CameraFloat0 ~ 11Opacity where the surface faces the camera head on
Opacity At SilhouetteFloat0 ~ 10Opacity at the silhouette edge
Edge FalloffFloat0.1 ~ 103How fast the value travels from facing to edge
Enable Directional View AlphaToggle-OffAdjusts surface opacity from the camera direction in the mesh-local axes or Face…
Opacity by View Direction · Front OpacityFloat0 ~ 11Opacity when viewed from the selected frame's front
Back OpacityFloat0 ~ 11Opacity when viewed from the selected frame's back
Left OpacityFloat0 ~ 11Opacity when viewed from the selected frame's left
Right OpacityFloat0 ~ 11Opacity when viewed from the selected frame's right
Up OpacityFloat0 ~ 11Opacity when viewed from the selected frame's up direction
Down OpacityFloat0 ~ 11Opacity when viewed from the selected frame's down direction
Directional Transition SoftnessFloat0 ~ 10.5Width used to blend the six direction endpoints
Direction FrameEnumObject / Face ProviderObjectObject uses the mesh-local axes
Forward Axis (Local)FloatFour values0, 0, 1, 0Local axis treated as front in the Object frame
Up Axis (Local)FloatFour values0, 1, 0, 0Local axis treated as up in the Object frame
View Region Mask StrengthFloat0 ~ 10How strongly the four-region mask affects directional alpha
View Region Mask WeightsFloatFour values1, 1, 1, 1Weights for the four channels of the shared Region Mask
Invert View Region MaskToggle-OffInverts the resolved region result
Enable Region MaskToggle-OffOff by default
Region Mask (RGBA = 4 Regions)Texture-None-
Smoothness ±FloatFour values0, 0, 0, 0Tightens or loosens the highlight in this region
Metallic ±FloatFour values0, 0, 0, 0Range -1-1; default 0
Environment Reflection ±FloatFour values0, 0, 0, 0This is how a world reflection is kept off skin and
Toon Specular Intensity ±FloatFour values0, 0, 0, 0Range -8-8; default 0
Toon Specular Smoothness ±FloatFour values0, 0, 0, 0Range -1-1; default 0

Stencil Settings​

Inspector labelTypeRangeDefaultWhat it does
General Pass · ReferenceInt0 ~ 2550Reference value (0-255) the general pass compares against and writes into the…
General Pass · Read MaskInt0 ~ 255255Bit mask applied when comparing the stencil
General Pass · Write MaskInt0 ~ 255255Bit mask applied when writing to the stencil
General Pass · CompareEnumDisabled / Never / Less / Equal / LessEqual / Greater / NotEqual / GreaterEqual / AlwaysAlwaysStencil comparison function
General Pass · PassEnumKeep / Zero / Replace / IncrementSaturate / DecrementSaturate / Invert / IncrementWrap / DecrementWrapKeepStencil operation when both stencil and depth tests pass
General Pass · FailEnumKeep / Zero / Replace / IncrementSaturate / DecrementSaturate / Invert / IncrementWrap / DecrementWrapKeepStencil operation when the stencil test fails
General Pass · Z FailEnumKeep / Zero / Replace / IncrementSaturate / DecrementSaturate / Invert / IncrementWrap / DecrementWrapKeepStencil operation when the stencil test passes but the depth test fails
Normal Outline Pass · ReferenceInt0 ~ 2550Stencil value used by the outline pass
Normal Outline Pass · Read MaskInt0 ~ 255255Bit mask applied when reading the stencil buffer
Normal Outline Pass · Write MaskInt0 ~ 255255Bit mask applied when writing the stencil buffer
Normal Outline Pass · CompareEnumDisabled / Never / Less / Equal / LessEqual / Greater / NotEqual / GreaterEqual / AlwaysAlwaysHow the stencil value is compared to decide which pixels pass
Normal Outline Pass · PassEnumKeep / Zero / Replace / IncrementSaturate / DecrementSaturate / Invert / IncrementWrap / DecrementWrapKeepWhat to do to the stencil buffer when both the stencil and depth tests pass
Normal Outline Pass · FailEnumKeep / Zero / Replace / IncrementSaturate / DecrementSaturate / Invert / IncrementWrap / DecrementWrapKeepWhat to do to the stencil buffer when the stencil test fails
Normal Outline Pass · Z FailEnumKeep / Zero / Replace / IncrementSaturate / DecrementSaturate / Invert / IncrementWrap / DecrementWrapKeepWhat to do when the stencil test passes but the depth test fails
Color MaskInt0 ~ 1515Which color channels the outline pass writes