Materials are used in conjunction with Mesh RenderersA mesh component that takes the geometry from the Mesh Filter and renders it at the position defined by the object’s Transform component. More info
See in Glossary, Particle SystemsA 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 and other renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary componentsA functional part of a GameObject. A GameObject can contain any number of components. Unity has many built-in components, and you can create your own by writing scripts that inherit from MonoBehaviour. More info
See in Glossary used in Unity. They play an essential part in defining how your object is displayed.
The properties that a Material’s inspectorA Unity window that displays information about the currently selected GameObject, Asset or Project Settings, alowing you to inspect and edit the values. More info
See in Glossary displays are determined by the ShaderA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
See in Glossary that the Material uses. A shader is a specialised kind of graphical program that determines how texture and lighting information are combined to generate the 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 of the rendered object onscreen. See the manual section about Shaders for in-depth information about how they are used in a Unity project.
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