Explore the properties and settings you can use to customize the default Lit shaderA program that runs on the GPU. More info
See in Glossary graph 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 default Vertex and Fragment Contexts contain the following Blocks. Which Blocks display might change depending on the graph settings.
| Input | Type | Description |
|---|---|---|
| Position | Vector3 | Sets the vertex position in object space. |
| Normal | Vector3 | Sets the normal of the vertex in object space. |
| Tangent | Vector3 | Sets the tangent of the vertex in object space. |
| Motion Vector | Vector3 | Sets the per‑vertex motion vector in object space. This property is available only if you set Additional Motion Vector to Custom in graph settings. |
| Input | Type | Description |
|---|---|---|
| Base Color | Vector3 | Sets the base color of the material. The default is Color.grey. |
| Normal (Tangent Space) | Vector3 | Sets the surface normal in tangent space. This property is available only when you set Fragment Normal Space to Tangent in graph settings. |
| Normal Object Space | Vector3 | Sets the surface normal in object space. This property is available only when you set Fragment Normal Space to Object in graph settings. |
| Normal World Space | Vector3 | Sets the surface normal in world space. This property is available only when you set Fragment Normal Space to World in graph settings. |
| Metallic | Float | Sets the metallic value of the material, where 0 is non-metallic and 1 is metallic. The default is 0. This property is available only when Workflow Mode is Metallic. |
| Specular ColorThe color of a specular highlight. See in Glossary |
Vector3 | Sets the brightness and tint color of specular highlights. The default is Color.grey. This property is available only when Workflow Mode is Specular. |
| Smoothness | Float | Sets the smoothness of the material. The default is 0.5. |
| Emission | Float3 | Sets the color the material emits as a light source. The default is black. For more information, refer to Add light emission to a material. |
| Ambient OcclusionA method to approximate how much ambient light (light not coming from a specific direction) can hit a point on a surface. See in Glossary |
Float | Sets the ambient occlusion of the material. The range is 0 to 1, where 0 means the fragment is completely occluded and 1 means the fragment isn’t occluded at all so the ambient color doesn’t change. The default is 1. |
| Alpha | Float | Sets the alpha of the material. The range is 0 to 1. The default is 1. This property is available only if you set Surface Type to Transparent or you enable Alpha Clipping in graph settings. |
| Alpha Clip Threshold | Float | Sets the minimum alpha value for a pixelThe 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 to be visible. The range is 0 to 1. The default is 0.5. This property is available only if you enable Alpha Clipping in the graph settings. |
| Coat Mask | Float | Sets the strength of the clear coat layer, where 0 disables the coat and 1 applies it fully across the surface. The default is 0. This property is available only when you enable Clear Coat in graph settings. |
| Coat Smoothness | Float | Sets the smoothness of the clear coat layer. The default is 1. This property is available only when you enable Clear Coat in graph settings. |
Explore the shader graph settings you can use to customize the Vertex and Fragment Contexts.
For more details about graph settings that are common to all shader graph shaders, refer to the Graph Settings tab.
| Setting | Description |
|---|---|
| Allow Material Override | Enables material instances to override properties exposed in the shader graph. When disabled, materials using this shader will always use the values defined in the shader asset. |
| Workflow Mode | Defines how the shader calculates reflections and specular highlights. The options are:
|
| Surface Type | Determines if the material supports transparency. The options are:
|
| 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:
|
| Render Face | Specifies which faces of the mesh the shader renders. The options are:
|
| Depth Write | Determines whether the shader writes depth information to the depth buffer. The options are:
|
| Depth Test | Specifies the comparison function used to determine whether a pixel passes the depth test. The options are:
|
| Alpha Clipping | Discards pixels if their alpha value is lower than a threshold value. When you enable this setting, Unity adds the Alpha Clip Threshold Block to the Fragment context. |
| Cast Shadows | Determines whether the material casts shadows onto other objects. |
| Receive Shadows | Determines whether the material receives and displays shadows cast from other objects. |
| Supports LODThe Level Of Detail (LOD) technique is an optimization that reduces the number of triangles that Unity has to render for a GameObject when its distance from the Camera increases. More info See in Glossary Cross Fade |
Enables support for Level of Detail (LOD) cross‑fading when used with a 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 Renderer that has LOD GroupA component to manage level of detail (LOD) for GameObjects. More info See in Glossary cross‑fade enabled. |
| Additional Motion Vectors | Controls how Unity generates motion vectors for this material, for motion blur and temporal anti‑aliasing. The options are:
|
| 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 in URP. |
| Fragment Normal Space | Specifies the coordinate space for the normal input in the Fragment Context. The options are:
|
| Clear Coat | Enables you to add an additional transparent, reflective layer over the base material to simulate surfaces like car paint or varnished wood. When you enable this setting, Unity adds the Coat Mask and Coat Smoothness Blocks to the Fragment Context. |
| Custom Editor GUI | Renders a custom editor GUI in 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 of the material. Enter the name of the GUI class in the field. For more information, refer to Control material properties in the Inspector window. |
| Support VFX Graph | Enables this shader graph to support the Visual Effect Graph. |