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.
Surface Rendering
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Surface Mode | _MingSurfaceMode | Float | - | 0 | - |
| Cull Mode | _Cull | Enum | Off / Front / Back | Back | - |
| Outline Cull Mode | _OutlineHullCull | Enum | Off / Front / Back | Front | - |
| Flip Backface Lighting Normal | _FlipBackfaceNormal | Toggle | - | On | - |
| Depth Write | _ZWrite | Float | - | 1 | Writes the surface depth to the depth buffer while drawing |
| Camera Depth Contribution | _DepthShadowCastEnabled | Toggle | - | On | Controls whether this material is written to the camera-depth texture |
| Blend Preset | _MingBlendPreset | Float | - | 0 | - |
| Source Blend | _SrcBlend | Float | - | 1 | - |
| Destination Blend | _DstBlend | Float | - | 0 | - |
| Blend Operation | _BlendOp | Enum | Add / Subtract / ReverseSubtract / Min / Max | Add | - |
| Two-Pass Mode | _TwoSidedDualPass | Toggle | - | Off | - |
| Transparent Depth Prepass | _TransparentDepthPrepass | Toggle | - | Off | - |
| Depth Test | _ZTest | Enum | Disabled / Never / Less / Equal / LessEqual / Greater / NotEqual / GreaterEqual / Always | LessEqual | - |
| Color Mask | _ColorMask | Int | 0 ~ 15 | 15 | - |
| Outline Source Blend | _OutlineHullSrcBlend | Float | - | 5 | - |
| Outline Destination Blend | _OutlineHullDstBlend | Float | - | 10 | - |
Base Surface
Base Surface
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Base Map | _MainTex | Texture | - | None | The main color texture |
| Base Tint | _Color | Color | - | White | A color laid over the Base Map |
| Base Map Opacity | _BaseMapOpacity | Float | 0 ~ 1 | 1 | Multiplies the Base Map alpha at the final surface step |
| Tint Blend Mode | _ColorBlendMode | Enum | Normal / Multiply / Add / Screen / Color / Overlay | Multiply | How Base Tint combines with the Base Map |
Color Adjust
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Use Color Adjust Mask | _BaseAdjustMaskEnabled | Toggle | - | Off | Applies the Base HSVG adjustment only where the mask is white, and leaves the… |
| Base Color Adjustment Mask | _BaseAdjustMask | Texture | - | None | - |
| Mask Channel | _BaseAdjustMaskChannel | Enum | R / G / B / A / Luma | R | Which channel of the adjust mask to read |
| Invert Mask | _BaseAdjustMaskInvert | Toggle | - | Off | Flips the adjust mask black-for-white so the HSVG adjustment applies to the… |
Gradation
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Gradation LUT | _BaseGradationEnabled | Toggle | - | Off | Re-maps the Base Map's colours through per-channel R/G/B ramps |
| Gradation LUT | _BaseGradationTex | Texture | - | None | A horizontal ramp texture |
| Gradation Strength | _BaseGradationStrength | Float | 0 ~ 1 | 0 | How far the ramp result is mixed over the source colour |
Alpha & Cutout
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Alpha & Cutout Effects | _SurfaceAlphaEffectsEnabled | Toggle | - | On | Enables or bypasses alpha mask, cutoff, soft cutout, distance, Fresnel, and… |
Alpha Mask
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Enable Alpha Mask | _AlphaMaskEnabled | Toggle | - | Off | Combines a separate image with the Base Map alpha using the selected blend mode |
| Mask Image | _AlphaMask | Texture | - | None | Grayscale image used as the alpha source |
Cutout
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Cutout Threshold | _Cutoff | Float | 0 ~ 1 | 0 | When Enable Cutout is on, pixels with alpha below this threshold are discarded |
Fades
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Enable Distance Fade | _AlphaDistanceFadeEnabled | Toggle | - | Off | Fades the surface out by how far it is from the camera |
| Enable Fresnel Alpha | _AlphaFresnelEnabled | Toggle | - | Off | Varies transparency with how squarely the surface faces the camera |
| Enable Directional View Alpha | _AlphaDirectionalEnabled | Toggle | - | Off | Adjusts surface opacity from the camera direction in the mesh-local axes or Face… |
Alpha Options
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Soft Cutout | _AlphaToCoverage | Toggle | - | Off | Smooths the stair-stepped edge of a cutout using the screen's own anti-aliasing |
| Edge Sharpness | _AlphaToCoverageSharpness | Float | 0.25 ~ 4 | 1 | How wide the softened band is |
| Front Opacity | _AlphaDirectionalFront | Float | 0 ~ 1 | 1 | Opacity when viewed from the selected frame's front |
| Back Opacity | _AlphaDirectionalBack | Float | 0 ~ 1 | 1 | Opacity when viewed from the selected frame's back |
| Left Opacity | _AlphaDirectionalLeft | Float | 0 ~ 1 | 1 | Opacity when viewed from the selected frame's left |
| Right Opacity | _AlphaDirectionalRight | Float | 0 ~ 1 | 1 | Opacity when viewed from the selected frame's right |
| Up Opacity | _AlphaDirectionalUp | Float | 0 ~ 1 | 1 | Opacity when viewed from the selected frame's up direction |
| Down Opacity | _AlphaDirectionalDown | Float | 0 ~ 1 | 1 | Opacity when viewed from the selected frame's down direction |
| Directional Transition Softness | _AlphaDirectionalSoftness | Float | 0 ~ 1 | 0.5 | Width used to blend the six direction endpoints |
| Direction Frame | _AlphaDirectionalFrame | Enum | Object / Face Provider | Object | Object uses the mesh-local axes |
| Forward Axis (Local) | _AlphaDirectionalForwardOS | Float | Four values | 0, 0, 1, 0 | Local axis treated as front in the Object frame |
| Up Axis (Local) | _AlphaDirectionalUpOS | Float | Four values | 0, 1, 0, 0 | Local axis treated as up in the Object frame |
| View Region Mask Strength | _AlphaViewMaskStrength | Float | 0 ~ 1 | 0 | How strongly the four-region mask affects directional alpha |
| View Region Mask Weights | _AlphaViewMaskRegions | Float | Four values | 1, 1, 1, 1 | Weights for the four channels of the shared Region Mask |
| Invert View Region Mask | _AlphaViewMaskInvert | Toggle | - | Off | Inverts the resolved region result |
| Camera Depth Cutoff | _TransparentDepthPrepassCutoff | Float | 0 ~ 1 | 0.5 | Where the transparent surface's silhouette in the camera depth texture is cut |
| Alpha Blend Mode | _AlphaMaskBlendMode | Enum | Multiply / Replace / Add / Subtract | Multiply | How the mask combines with the Base alpha |
| Mask Value Scale | _AlphaMaskScale | Float | - | 1 | Multiplies the mask after channel, invert, remap, feather, and gradient… |
| Mask Value Offset | _AlphaMaskOffset | Float | - | 0 | Added after Mask Value Scale |
| Near - Fully Gone At | _AlphaFadeNearStart | Float | 0 ~ 5 | 0 | Closer than this the surface is fully gone |
| Near - Fully Visible At | _AlphaFadeNearEnd | Float | 0 ~ 5 | 0 | Farther than this the surface is fully there |
| Far - Starts Fading At | _AlphaFadeFarStart | Float | 0 ~ 200 | 200 | Past this distance the surface starts fading |
| Far - Fully Gone At | _AlphaFadeFarEnd | Float | 0 ~ 200 | 200 | Farther than this the surface is fully gone |
| Opacity Facing Camera | _AlphaFresnelFacing | Float | 0 ~ 1 | 1 | Opacity where the surface faces the camera head on |
| Opacity At Silhouette | _AlphaFresnelEdge | Float | 0 ~ 1 | 0 | Opacity at the silhouette edge |
| Edge Falloff | _AlphaFresnelPower | Float | 0.1 ~ 10 | 3 | How fast the value travels from facing to edge |
Stencil Settings
Surface Stencil
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Reference | _StencilRef | Int | 0 ~ 255 | 0 | Reference value (0-255) the general pass compares against and writes into the… |
| Read Mask | _StencilReadMask | Int | 0 ~ 255 | 255 | Bit mask applied when comparing the stencil |
| Write Mask | _StencilWriteMask | Int | 0 ~ 255 | 255 | Bit mask applied when writing to the stencil |
| Compare | _StencilComp | Enum | Disabled / Never / Less / Equal / LessEqual / Greater / NotEqual / GreaterEqual / Always | Always | Stencil comparison function |
| Pass | _StencilPass | Enum | Keep / Zero / Replace / IncrementSaturate / DecrementSaturate / Invert / IncrementWrap / DecrementWrap | Keep | Stencil operation when both stencil and depth tests pass |
| Fail | _StencilFail | Enum | Keep / Zero / Replace / IncrementSaturate / DecrementSaturate / Invert / IncrementWrap / DecrementWrap | Keep | Stencil operation when the stencil test fails |
| Z Fail | _StencilZFail | Enum | Keep / Zero / Replace / IncrementSaturate / DecrementSaturate / Invert / IncrementWrap / DecrementWrap | Keep | Stencil operation when the stencil test passes but the depth test fails |
Outline Stencil
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Stencil Reference | _OutlineStencilRef | Int | 0 ~ 255 | 0 | Stencil value used by the outline pass |
| Stencil Read Mask | _OutlineStencilReadMask | Int | 0 ~ 255 | 255 | Bit mask applied when reading the stencil buffer |
| Stencil Write Mask | _OutlineStencilWriteMask | Int | 0 ~ 255 | 255 | Bit mask applied when writing the stencil buffer |
| Stencil Compare | _OutlineStencilComp | Enum | Disabled / Never / Less / Equal / LessEqual / Greater / NotEqual / GreaterEqual / Always | Always | How the stencil value is compared to decide which pixels pass |
| Stencil Pass | _OutlineStencilPass | Enum | Keep / Zero / Replace / IncrementSaturate / DecrementSaturate / Invert / IncrementWrap / DecrementWrap | Keep | What to do to the stencil buffer when both the stencil and depth tests pass |
| Stencil Fail | _OutlineStencilFail | Enum | Keep / Zero / Replace / IncrementSaturate / DecrementSaturate / Invert / IncrementWrap / DecrementWrap | Keep | What to do to the stencil buffer when the stencil test fails |
| Stencil ZFail | _OutlineStencilZFail | Enum | Keep / Zero / Replace / IncrementSaturate / DecrementSaturate / Invert / IncrementWrap / DecrementWrap | Keep | What to do when the stencil test passes but the depth test fails |
| Color Mask | _OutlineColorMask | Int | 0 ~ 15 | 15 | Which color channels the outline pass writes |
Advanced Rendering
Shows the Unity material GPU Instancing and Double Sided Global Illumination settings.
All Effects
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| All Effects | _AllEffectsEnabled | Toggle | - | On | - |
Render Disabled (do not draw this material)
Toggles the material render passes. It is stored as material pass state, not a shader numeric property.
Related pages
- Basic Settings usage guide
- Shared Texture Slot UI — the channel, remap and UV fields inside map and mask slots
- Troubleshooting