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Textures and Materials

Simple lighting material

The Simple Lighting material is a variation of the standard PBR material, without that material’s need for completely physically accurate calculations done in the shader. It achieves its real-time lighting using a reflection model called Blinn-Phong, which results in lower processor strain.

Quick start

You can add Simple Lighting material by clicking + Add asset > Material > Simple Lighting.

For this example, we will simply add a built-in sphere mesh and apply the Simple Lighting material to the sphere.

Related properties

The following adjustable material properties will appear on the Inspector panel when a Simple Lighting material is selected:

Albedo

Albedo is the visible color of an unlit material. Using albedo, you can change the Color as a single color that will show on your 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, Color will become the filter color of the texture.

Normal

Normal is an optional property in the Simple Lighting 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.

Specular

Specular is an optional property in the Simple Lighting materials. It represents the bright spot of a light that appears on shiny objects. For Specular, you have the option to choose a texture or a single color. You can also adjust both the intensity and power of the Specular property, which will affect the spreading of the bright spot.

Emissive

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

Ambient

Ambient is the color shown on a Simple Lighting material when there is no lighting present. You can choose a single color and adjust its intensity. You also have the option to choose a texture as the ambient color.

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 Simple Lighting 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.