To draw something in Unity, you must provide information that describes its shape, and information that describes the appearance of its surface. You use meshes to describe shapes, and materials to describe the appearance of surfaces.
This page contains the following information:
|Feature||Built-in Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary
|Universal Render Pipeline (URP)||High Definition Render Pipeline (HDRP)||Custom Scriptable Render Pipeline (SRP)|
A material contains a reference to a Shader objectAn instance of the Shader class, a Shader object is container for shader programs and GPU instructions, and information that tells Unity how to use them. Use them with materials to determine the appearance of your scene. More info
See in Glossary. If that Shader object defines material properties, then the material can also contain data such as colors or references to textures.
A material asset is a file with the
.mat extension. It represents a material in your Unity project. For information on viewing and editing a material asset using the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary window, see Material Inspector reference.
To render a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary using a material:
Renderer. MeshRenderer is the most common and is suitable for most use cases, but SkinnedMeshRenderer, LineRenderer, or TrailRenderer might be more suitable if your GameObject has special requirements.
To render a particle systemA component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. More info
See in Glossary in the Built-in Particle System using a material: