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Textures and Materials

Standard PBR material

PBR (physical based rendering) material displays a texture color by adding lighting and material information in the shading; its composition allows it to also receive shadow. PBR is typically used for creating realistic materials.

Quick start

You can add Standard PBR material by clicking + Add asset > Material > Standard PBR.

For this example, we will simply add a built-in cube mesh and apply the Standard PBR material to the cube.

Related properties

The following adjustable material properties will appear on the Inspector panel when a Standard PBR material is selected.

Albedo

Albedo is the diffuse reflection of a surface. Think of it as the original color of the material without any lighting. In this property, you can change the Color that is showing on the material. You also have the option to choose a texture as the material’s Albedo color by checking TextureOn and selecting a texture. When TextureOn is selected, the Color will become the filter color of the texture.

Normal

Normal is an optional property in PBR materials. By turning it on, the material will use the texture selected under it as the surface normal of the material instead of the mesh normal attribute. This property will affect any shading that involves surface normal such as lighting. Using a normal texture usually makes the material surface more detailed and realistic.

MRAO

MRAO (metalness, roughness and ambient occlusion) defines the corresponding parameters used in calculating the lighting of the material surface. For PBR materials, you can change these parameters for the whole surface of a material, or use an MRAO texture by checking TextureOn, which packs MRAO into a 3-channel texture for the material’s surface.

Emissive

Emissive is an optional property in PBR materials that represents the surface of a material that is emitting light. You can choose a single color for emission or a texture.

Environment

Environment affects the reflection of a material’s surface. You may choose a reflected environment’s Texture, Rotation, and Intensity using this property.

Shadow

Shadow controls whether your object will display shadows cast by other objects. For details, please check out the Shadows guide.

UV Control

UV Control changes how textures are sampled in PBR material. Using UV Control, you may adjust the Tiling, Offset and Rotation of textures.

Render State 0

Depth Test: If depth test should be performed and compared in the depth buffer.

Depth Function: How should the depth testing be performed.

  • Never: The depth test never passes, and the object will never be rendered.
  • Less: Draw the part of the object when it is in front of the existing objects. And hide the parts that are behind the existing objects.
  • Equal: Draw the part of the object that is at the same depth as the existing objects, and hide the parts that are in front or behind the existing objects.
  • LessEqual: Draw the part of the object that is in front or at the same depth as the existing objects, and hide the parts that are behind the existing objects.
  • Greater: Draw the part of the object that is behind the existing objects, and hide the parts that are in front of the existing objects.
  • NotEqual: Draw the part of the object that is not at the same depth as the existing objects.
  • GreaterEqual: Draw the part of the object that is behind or at the same depth as the existing objects, and hide the parts that are in front of the existing objects.
  • Always: The depth test always passes, always render the object with the material.

Depth Write: Control if the geometry depth are written to the depth buffer. Turn it off if you are rendering objects that are transparent.

Color Mask: Select the RGB and alpha channels which will be prevented from writing to channels in the render target.

Cull Mode: Polygon has front and back sides. If you choose Back, it means don’t render polygons that face away from the viewer. Front mode means rendering polygons inside faces. Front and Back mode will disable render either sides so the object will disappear. None mode will make both inside and outside faces renderer.

Blend Mode: Please refer to our Blend Mode guide.