Important: The Built-In Render Pipeline is deprecated and will be made obsolete in a future release.
It remains supported, including bug fixes and maintenance, through the full Unity 6.7 LTS lifecycle.
For more information on migration, refer to Migrating from the Built-In Render Pipeline to the Universal Render Pipeline and Render pipeline feature comparison.
To configure reflections in a prebuilt shaderA program that runs on the GPU. More info
See in Glossary, use the Metallic or Specular property and the Smoothness property.
Select a material in the Hierarchy window, then in the Inspector window of the material do one of the following:
For more information, refer to Metallic and specular workflows.
To make a material metallic or non-metallic, set the Metallic value to 1 or 0. Values between 0 and 1 blend the two results.
To control the blurriness or sharpness of the reflection, adjust the Smoothness property.
To make different parts of a material more or less metallic, add a texture map to control the Metallic and Smoothness properties. For example, if you have a clothing texture with both non-metallic fabric and metallic zips and buckles. Use the channels as follows:
To set metallic values so they simulate real-life surfaces, refer to Reference for metallic and specular values of real surfaces.
To set the color and intensity of reflections, set the Specular color. A black specular colorThe color of a specular highlight.
See in Glossary means no reflections, while a white specular color means full reflection.
To control the blurriness or sharpness of the reflection, adjust the Smoothness property.
To make different parts of a model or texture appear more or less reflective, add a texture map to control the Specular and Smoothness properties. For example, if you have a clothing texture with both non-metallic fabric and shiny plastic buttons. Use the channels as follows: