Skip to main content

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 labelPropertyTypeRangeDefaultWhat it does
Surface Mode_MingSurfaceModeFloat-0-
Cull Mode_CullEnumOff / Front / BackBack-
Outline Cull Mode_OutlineHullCullEnumOff / Front / BackFront-
Flip Backface Lighting Normal_FlipBackfaceNormalToggle-On-
Depth Write_ZWriteFloat-1Writes the surface depth to the depth buffer while drawing
Camera Depth Contribution_DepthShadowCastEnabledToggle-OnControls whether this material is written to the camera-depth texture
Blend Preset_MingBlendPresetFloat-0-
Source Blend_SrcBlendFloat-1-
Destination Blend_DstBlendFloat-0-
Blend Operation_BlendOpEnumAdd / Subtract / ReverseSubtract / Min / MaxAdd-
Two-Pass Mode_TwoSidedDualPassToggle-Off-
Transparent Depth Prepass_TransparentDepthPrepassToggle-Off-
Depth Test_ZTestEnumDisabled / Never / Less / Equal / LessEqual / Greater / NotEqual / GreaterEqual / AlwaysLessEqual-
Color Mask_ColorMaskInt0 ~ 1515-
Outline Source Blend_OutlineHullSrcBlendFloat-5-
Outline Destination Blend_OutlineHullDstBlendFloat-10-

Base Surface​

Base Surface​

Inspector labelPropertyTypeRangeDefaultWhat it does
Base Map_MainTexTexture-NoneThe main color texture
Base Tint_ColorColor-WhiteA color laid over the Base Map
Base Map Opacity_BaseMapOpacityFloat0 ~ 11Multiplies the Base Map alpha at the final surface step
Tint Blend Mode_ColorBlendModeEnumNormal / Multiply / Add / Screen / Color / OverlayMultiplyHow Base Tint combines with the Base Map

Color Adjust​

Inspector labelPropertyTypeRangeDefaultWhat it does
Use Color Adjust Mask_BaseAdjustMaskEnabledToggle-OffApplies the Base HSVG adjustment only where the mask is white, and leaves the…
Base Color Adjustment Mask_BaseAdjustMaskTexture-None-
Mask Channel_BaseAdjustMaskChannelEnumR / G / B / A / LumaRWhich channel of the adjust mask to read
Invert Mask_BaseAdjustMaskInvertToggle-OffFlips the adjust mask black-for-white so the HSVG adjustment applies to the…

Gradation​

Inspector labelPropertyTypeRangeDefaultWhat it does
Gradation LUT_BaseGradationEnabledToggle-OffRe-maps the Base Map's colours through per-channel R/G/B ramps
Gradation LUT_BaseGradationTexTexture-NoneA horizontal ramp texture
Gradation Strength_BaseGradationStrengthFloat0 ~ 10How far the ramp result is mixed over the source colour

Alpha & Cutout​

Inspector labelPropertyTypeRangeDefaultWhat it does
Alpha & Cutout Effects_SurfaceAlphaEffectsEnabledToggle-OnEnables or bypasses alpha mask, cutoff, soft cutout, distance, Fresnel, and…

Alpha Mask​

Inspector labelPropertyTypeRangeDefaultWhat it does
Enable Alpha Mask_AlphaMaskEnabledToggle-OffCombines a separate image with the Base Map alpha using the selected blend mode
Mask Image_AlphaMaskTexture-NoneGrayscale image used as the alpha source

Cutout​

Inspector labelPropertyTypeRangeDefaultWhat it does
Cutout Threshold_CutoffFloat0 ~ 10When Enable Cutout is on, pixels with alpha below this threshold are discarded

Fades​

Inspector labelPropertyTypeRangeDefaultWhat it does
Enable Distance Fade_AlphaDistanceFadeEnabledToggle-OffFades the surface out by how far it is from the camera
Enable Fresnel Alpha_AlphaFresnelEnabledToggle-OffVaries transparency with how squarely the surface faces the camera
Enable Directional View Alpha_AlphaDirectionalEnabledToggle-OffAdjusts surface opacity from the camera direction in the mesh-local axes or Face…

Alpha Options​

Inspector labelPropertyTypeRangeDefaultWhat it does
Soft Cutout_AlphaToCoverageToggle-OffSmooths the stair-stepped edge of a cutout using the screen's own anti-aliasing
Edge Sharpness_AlphaToCoverageSharpnessFloat0.25 ~ 41How wide the softened band is
Front Opacity_AlphaDirectionalFrontFloat0 ~ 11Opacity when viewed from the selected frame's front
Back Opacity_AlphaDirectionalBackFloat0 ~ 11Opacity when viewed from the selected frame's back
Left Opacity_AlphaDirectionalLeftFloat0 ~ 11Opacity when viewed from the selected frame's left
Right Opacity_AlphaDirectionalRightFloat0 ~ 11Opacity when viewed from the selected frame's right
Up Opacity_AlphaDirectionalUpFloat0 ~ 11Opacity when viewed from the selected frame's up direction
Down Opacity_AlphaDirectionalDownFloat0 ~ 11Opacity when viewed from the selected frame's down direction
Directional Transition Softness_AlphaDirectionalSoftnessFloat0 ~ 10.5Width used to blend the six direction endpoints
Direction Frame_AlphaDirectionalFrameEnumObject / Face ProviderObjectObject uses the mesh-local axes
Forward Axis (Local)_AlphaDirectionalForwardOSFloatFour values0, 0, 1, 0Local axis treated as front in the Object frame
Up Axis (Local)_AlphaDirectionalUpOSFloatFour values0, 1, 0, 0Local axis treated as up in the Object frame
View Region Mask Strength_AlphaViewMaskStrengthFloat0 ~ 10How strongly the four-region mask affects directional alpha
View Region Mask Weights_AlphaViewMaskRegionsFloatFour values1, 1, 1, 1Weights for the four channels of the shared Region Mask
Invert View Region Mask_AlphaViewMaskInvertToggle-OffInverts the resolved region result
Camera Depth Cutoff_TransparentDepthPrepassCutoffFloat0 ~ 10.5Where the transparent surface's silhouette in the camera depth texture is cut
Alpha Blend Mode_AlphaMaskBlendModeEnumMultiply / Replace / Add / SubtractMultiplyHow the mask combines with the Base alpha
Mask Value Scale_AlphaMaskScaleFloat-1Multiplies the mask after channel, invert, remap, feather, and gradient…
Mask Value Offset_AlphaMaskOffsetFloat-0Added after Mask Value Scale
Near - Fully Gone At_AlphaFadeNearStartFloat0 ~ 50Closer than this the surface is fully gone
Near - Fully Visible At_AlphaFadeNearEndFloat0 ~ 50Farther than this the surface is fully there
Far - Starts Fading At_AlphaFadeFarStartFloat0 ~ 200200Past this distance the surface starts fading
Far - Fully Gone At_AlphaFadeFarEndFloat0 ~ 200200Farther than this the surface is fully gone
Opacity Facing Camera_AlphaFresnelFacingFloat0 ~ 11Opacity where the surface faces the camera head on
Opacity At Silhouette_AlphaFresnelEdgeFloat0 ~ 10Opacity at the silhouette edge
Edge Falloff_AlphaFresnelPowerFloat0.1 ~ 103How fast the value travels from facing to edge

Stencil Settings​

Surface Stencil​

Inspector labelPropertyTypeRangeDefaultWhat it does
Reference_StencilRefInt0 ~ 2550Reference value (0-255) the general pass compares against and writes into the…
Read Mask_StencilReadMaskInt0 ~ 255255Bit mask applied when comparing the stencil
Write Mask_StencilWriteMaskInt0 ~ 255255Bit mask applied when writing to the stencil
Compare_StencilCompEnumDisabled / Never / Less / Equal / LessEqual / Greater / NotEqual / GreaterEqual / AlwaysAlwaysStencil comparison function
Pass_StencilPassEnumKeep / Zero / Replace / IncrementSaturate / DecrementSaturate / Invert / IncrementWrap / DecrementWrapKeepStencil operation when both stencil and depth tests pass
Fail_StencilFailEnumKeep / Zero / Replace / IncrementSaturate / DecrementSaturate / Invert / IncrementWrap / DecrementWrapKeepStencil operation when the stencil test fails
Z Fail_StencilZFailEnumKeep / Zero / Replace / IncrementSaturate / DecrementSaturate / Invert / IncrementWrap / DecrementWrapKeepStencil operation when the stencil test passes but the depth test fails

Outline Stencil​

Inspector labelPropertyTypeRangeDefaultWhat it does
Stencil Reference_OutlineStencilRefInt0 ~ 2550Stencil value used by the outline pass
Stencil Read Mask_OutlineStencilReadMaskInt0 ~ 255255Bit mask applied when reading the stencil buffer
Stencil Write Mask_OutlineStencilWriteMaskInt0 ~ 255255Bit mask applied when writing the stencil buffer
Stencil Compare_OutlineStencilCompEnumDisabled / Never / Less / Equal / LessEqual / Greater / NotEqual / GreaterEqual / AlwaysAlwaysHow the stencil value is compared to decide which pixels pass
Stencil Pass_OutlineStencilPassEnumKeep / Zero / Replace / IncrementSaturate / DecrementSaturate / Invert / IncrementWrap / DecrementWrapKeepWhat to do to the stencil buffer when both the stencil and depth tests pass
Stencil Fail_OutlineStencilFailEnumKeep / Zero / Replace / IncrementSaturate / DecrementSaturate / Invert / IncrementWrap / DecrementWrapKeepWhat to do to the stencil buffer when the stencil test fails
Stencil ZFail_OutlineStencilZFailEnumKeep / Zero / Replace / IncrementSaturate / DecrementSaturate / Invert / IncrementWrap / DecrementWrapKeepWhat to do when the stencil test passes but the depth test fails
Color Mask_OutlineColorMaskInt0 ~ 1515Which color channels the outline pass writes

Advanced Rendering​

Shows the Unity material GPU Instancing and Double Sided Global Illumination settings.

All Effects​

Inspector labelPropertyTypeRangeDefaultWhat it does
All Effects_AllEffectsEnabledToggle-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.