Explore the properties and settings you can use to customize the default Unlit shaderA program that runs on the GPU. More info
See in Glossary in the Universal 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 (URP).
The Surface Options section controls how URP renders the material on-screen.
| Property | Sub-property | Description |
|---|---|---|
| Surface Type | Sets whether the surface is opaque or transparent. The options are the following:
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| Blending Mode | Sets how the shader blends the color of a transparent material with the background. This property is available only when you set Surface Type to Transparent. The options are:
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| Render Face | Specifies which faces of the mesh the shader renders. The options are:
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| Alpha Clipping | Discards pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info See in Glossary if their alpha value is lower than the Threshold value. The default value is 0.5. Use this property to create hard edges between opaque and transparent areas, for example to create blades of grass. This property affects batching performance. |
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| Threshold | Sets the minimum alpha value for a pixel to be visible. The default value is 0.5. This property is only available if you enable Alpha Clipping. |
The Surface Inputs describe the surface itself. For example, use these properties to make your surface look wet, dry, rough, or smooth.
| Property | Description |
|---|---|
| Base Map | Sets the surface color, also known as diffuse. To assign a texture, select the picker (⊙). To assign a color, either as the main color or a tint on top of the texture, select the swatch or the dropper. If you set Surface Type to Transparent or enable Alpha Clipping, Unity uses the alpha channel to calculate the transparency of the surface. |
| Tiling | Scales the surface input textures along their UV axes. The default value is 1, which means no scaling. Set a higher value to make the textures repeat across your meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info See in Glossary. Set a lower value to stretch the textures. |
| Offset | Positions the surface input textures on the mesh. |
The Advanced Options section controls the rendering calculations Unity uses.
| Property | Description |
|---|---|
| Sorting Priority | Determines when Unity renders the material. Unity renders materials with lower values first. Use this property to prevent Unity from rendering pixels twice by rendering materials behind other materials. This property works similarly to the render queue in the Built-In Render Pipeline. |
| Enable GPU Instancing | Renders meshes with the same geometry and material in a single batch when possible. This makes rendering faster. URP can’t render meshes in one batch if they have different materials or if the hardware doesn’t support GPU instancing. For more information, refer to GPU instancing. |
| Alembic Motion Vectors | Enables motion vector support for meshes streamed through Alembic files. For more information, refer to Built-in shader support for motion vectors. |