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    Built-In Blocks

    Define standard inputs and outputs for the Master Stack.

    Vertex Blocks

    Set per-vertex attributes and pass data to fragments.

    Name Type Binding Description
    Position Vector 3 Object Space Position Defines the absolute object space vertex position per vertex.
    Normal Vector 3 Object Space Normal Defines the absolute object space vertex normal per vertex.
    Tangent Vector 3 Object Space Tangent Defines the absolute object space vertex tangent per vertex.
    Color Vector 4 Vertex Color Defines vertex color. Expected range 0 - 1.
    Custom Interpolator Vector 4, vector 3, vector 2, or float Custom Interpolator Passes custom data from the vertex stage to the fragment stage.

    Fragment Blocks

    Specify per-pixel material properties used for shading.

    Name Type Binding Description
    Base Color Vector 3 None Defines material's base color value. Expected range 0 - 1.
    Normal (Tangent Space) Vector 3 Tangent Space Normal Defines material's normal value in tangent space.
    Normal (Object Space) Vector 3 Object Space Normal Defines material's normal value in object space.
    Normal (World Space) Vector 3 World Space Normal Defines material's normal value in world space.
    Emission Vector 3 None Defines material's emission color value. Expects positive values.
    Metallic Float None Defines material's metallic value, where 0 is non-metallic and 1 is metallic.
    Specular Vector 3 None Defines material's specular color value. Expected range 0 - 1.
    Smoothness Float None Defines material's smoothness value. Expected range 0 - 1.
    Ambient Occlusion Float None Defines material's ambient occlusion value. Expected range 0 - 1.
    Alpha Float None Defines material's alpha value. Used for transparency and/or alpha clip. Expected range 0 - 1.
    Alpha Clip Threshold Float None Fragments with an alpha below this value are discarded. Expected range 0 - 1.

    Additional resources

    Add a custom interpolator

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