Materials and surfaces
Create and modify shader materials and Shader Graph materials in the High Definition Render Pipeline (HDRP).
Page | Description |
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Transparent and translucent materials | Enable and configure refractive materials in HDRP. |
Skin and diffusive surfaces (subsurface scattering) | Use subsurface scattering to make organic materials, like skin, look smooth and natural rather than rough and plastic-like. |
Hair and fur | Create hair and fur material. |
Eyes | Use the Eye Prefab from HDRP's sample Eye scene to create eye material. |
Fabrics | Create fabric material such as cotton, wool, and silk. |
Decals | Use decals to decorate the surface of other materials, for example for effects like paint splatters and stickers. |
Fog Volume | Create a Fog Volume shader graph to control the shape and appearance of local volumetric fog. |
Lit materials | Create realistic materials that include options for effects like subsurface scattering, iridescence, vertex or pixel displacement, and decal compatibility. |
Unlit material | Create materials that are not affected by lighting. |
Fullscreen material | Create custom effects that appear over the entire screen view, for example to create custom post-process and custom pass effects. |
Canvas material | Create Shader Graph shaders that can be applied to UGUI user interface elements. |
Customize shaders and materials | Create HDRP-specific material types, expose material properties, and manage shaders and materials. |
Understand renderer and material priority | Learn how to use a material's Priority property to change the order in which HDRP renders GameObjects. |
Modify materials at runtime | Use shader keywords to enable and disable functionalities. |
Test and debug materials | Use HDRP modes and tools to test your scene and assets in different lighting. |