Unlit
Unlit material shows colors from a texture or a single color without being affected by environmental lights or shadows.
Create an Unlit Material
You can add an Unlit material by clicking the Add button [+] > Material > Unlit in the Assets panel.
![add unlit material](http://lf16-tiktok-common.tiktokcdn-us.com/obj/tiktok-web-common-tx/effect/learn/assets/images/add_unlit_material-a51307fa99689dfd47d77e88858881ae.png)
Material Properties
![albedo property](http://lf16-tiktok-common.tiktokcdn-us.com/obj/tiktok-web-common-tx/effect/learn/assets/images/albedo_property-17b32718fcd5fc1db6ce7908a03439bd.png)
Albedo: Albedo is the diffuse reflection of a surface. Think of it as the original color of the material without any lighting.
- Color: Set up the material’s Albedo color by the hexadecimal color code or by picking a color from the color wheel.
- Texture On: If selected, you can choose a texture as the material’s Albedo color. The color you set up will become the filter color of the texture.
- Texture: Texture
- Premult On: If selected, the color image is masked (multiplied) by its own Alpha channel.
![albedo property](http://lf16-tiktok-common.tiktokcdn-us.com/obj/tiktok-web-common-tx/effect/learn/assets/images/opacity-1cb916ed0afb3df67df3c8ee44a5768c.png)
Opacity: When selected, the material will calculate a new Alpha value by multiplying the R channel value of this new Opacity Texture. Learn more about Standard PBR.
![uv control](http://lf16-tiktok-common.tiktokcdn-us.com/obj/tiktok-web-common-tx/effect/learn/assets/images/uv_control-b752e2beed7d81398bef20ac68e73723.png)
UV Control: Changes how textures are sampled in a PBR material. Use UV Control to adjust the Tiling, Offset, and Rotation of textures.
- Tiling
- X: (Default: 1)
- Y: (Default: 1)
- Offset
- X: (Default: 0)
- Y: (Default: 0)
- Rotation
- Default: 0
- Range: (0,1)
Render State 0
![render state component](https://sf16-va.tiktokcdn.com/obj/eden-va2/zljybvzlYnupuyhlSlzbvOajlmmL/ljhwZthlaukjlkulzlp/TechnicalGuides/Assets/Material/Unlit/unlit_render_state_0.png)
Depth Test: If checked, depth test should be performed and compared in the depth buffer.
Depth Write: If checked, the geometry depth is written to the depth buffer. Uncheck it if you are rendering objects that are transparent.
Depth Function: Determine how the depth testing gets performed.
- Default: Less Equal.
- Never: The depth test never passes and the object will never be rendered.
![depth function never](http://lf16-tiktok-common.tiktokcdn-us.com/obj/tiktok-web-common-tx/effect/learn/assets/images/depth_function_never-dfc1c395e3b8f8bea52f3916edddf65f.gif)
- 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.
![depth function less](http://lf16-tiktok-common.tiktokcdn-us.com/obj/tiktok-web-common-tx/effect/learn/assets/images/depth_function_less-22df1ed1dd1d0fc29ab7cd3f3f24f293.gif)
- 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.
- Less Equal: 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.
![depth function less equal](http://lf16-tiktok-common.tiktokcdn-us.com/obj/tiktok-web-common-tx/effect/learn/assets/images/depth_function_less_equal-24fe2e6b7bb36242861de1ff1764bef6.gif)
- 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.
![depth function greater](http://lf16-tiktok-common.tiktokcdn-us.com/obj/tiktok-web-common-tx/effect/learn/assets/images/depth_function_greater-dec238baaaaccf4e65dc3b27385eb980.gif)
- Not Equal: Draw the part of the object that is not at the same depth as the existing objects.
![depth function not equal](http://lf16-tiktok-common.tiktokcdn-us.com/obj/tiktok-web-common-tx/effect/learn/assets/images/depth_function_not_equal-03eea3c447b064cef9015984892a2421.gif)
- Greater or Equal: 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.
![depth function greater equal](http://lf16-tiktok-common.tiktokcdn-us.com/obj/tiktok-web-common-tx/effect/learn/assets/images/depth_function_greater_equal-aa56218ce55fdd87a2dca972839a100b.gif)
- Always: The depth test always passes. Always render the object with the material.
![depth function always](http://lf16-tiktok-common.tiktokcdn-us.com/obj/tiktok-web-common-tx/effect/learn/assets/images/depth_function_always-e9c5c5816fc00db5f1046dbdcb242e45.gif)
Color Mask: If the following are left unselected, writing to the unselected channel into the render target will be stopped.
- R: Red
- G: Green
- B: Blue
- A: Alpha channels
![color mask](http://lf16-tiktok-common.tiktokcdn-us.com/obj/tiktok-web-common-tx/effect/learn/assets/images/color_mask-aa3b2f6d5433eec6b2b4ba3b6682a9c0.png)
Cull Mode: The polygon has front and back sides.
![cull mode](http://lf16-tiktok-common.tiktokcdn-us.com/obj/tiktok-web-common-tx/effect/learn/assets/images/cull_mode-70043eba7327564da82f0b1a308a18f8.png)
- None: Both inside and outside faces will render.
- Back: Polygons that face away from the viewer will not render.
- Front: Inside facing polygons will render.
Blend Mode instructs how the current material blends with the background. The default mode is Transparent.
![blend mode](http://lf16-tiktok-common.tiktokcdn-us.com/obj/tiktok-web-common-tx/effect/learn/assets/images/blend_mode-710233d79a5e30174ed4f6cb0bb89cb1.png)