You can view and edit a Material asset in the Inspector window.
The Material Inspector makes it possible to do the following things:
See Materials introduction to learn more about Materials.
Material controls in the Inspector
A: Inspector Controls
B: Material Controls
C: Material Hierarchy
Click Material Controls to open the selected Material’s Settings menu.
|Move focus to this shader asset in the Project window. This can aid navigation in a Project with many Assets.
|Open the source file for the shader asset that this Material uses.
|Move focus to this Material asset in the Project window. This can aid navigation in a Project with many Assets.
|Flatten Material Variant
|Convert this Material Variant to a Material and retain its Property values. Only available when the selected Material is a Variant.
|Copy Material Properties
|Copy Material Property values so that you can copy them to other Materials.
|Paste Material Properties
|Paste Material Property values into this Material from the computer’s clipboard. Only available when there are Property Values in the clipboard.
|Create Material Preset
|Create a duplicate of this Material’s Property settings. See Presets for more information. By default, Unity creates the duplicate in the same asset directory as this Material.
|Copy the font atlas to the keyboard. Only for Text Mesh Pro Materials.
|Paste a Text Mesh Pro font atlas into this Material.
|Reset all Material properties to the default values specified by the shader associated with this Material.
The properties the Unity Editor displays for a Material depend on the Material Properties defined by the shader that this Material uses. However, all Materials share three Advanced Options.
|Select a Render Queue. The Material’s shader determines the default Render Queue value. Corresponds to the Material.renderQueue property.
|Enable GPU Instancing
|Optimize draw calls for meshes that use this Material. See GPU Instancing for more information.
|Double Sided Global Illumination
|Instruct the Progressive Lightmappers to consider backfaces in global illumination calculations. When this option is active, back-facing polygons bounce light using the same emission and albedo values as front-facing polygons.
Note: The appearance of back-facing polygons does not change when you enable this option because this option does not cause Unity to render back-facing polygons or add them to lightmaps.
Corresponds to the Material.doubleSidedGI property.