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 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. |
| 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. |
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. |
| Surface Type | Determines if the material supports transparency. The options are:
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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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| Depth Write | Determines whether the shader writes depth information to the depth buffer. The options are:
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| Depth Test | Specifies the comparison function used to determine whether a pixel passes the depth test. The options are:
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| 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. Avoid using this setting when Alpha and Alpha Clip Threshold are constant for the entire material, as it can cause visual artifacts and unnecessary MSAA performance overhead. |
| Cast Shadows | Determines whether the material casts shadows onto 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 level of detail (LOD) cross‑fading when the 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 has a LOD GroupA component to manage level of detail (LOD) for GameObjects. More info See in Glossary component with Fade Mode set to Cross Fade. |
| 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. |
| Keep Lighting Variants | Adds the lighting keywords in the shader, even though it’s Unlit. Enable this property to create custom lighting and call URP lighting functions in Custom Function nodes without manually adding and managing shader keywords. This property is applicable only when you use the Forward or Forward+ rendering path. |
| Default Decal Blending | Performs decal blending automatically. When disabled, you can implement decal blending directly in the shader graph to customize its behavior or allow decals to receive lighting from custom lighting implementations. This property is applicable only when you use the Forward or Forward+ rendering path. |
| Default SSAO | Applies Screen Space 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 (SSAO) automatically by sampling the pre‑rendered SSAO texture. When disabled, you can implement SSAO manually in the shader graph and customize its functionality. This property is applicable only when you use the Forward or Forward+ rendering path. |
| 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. |