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Textures and Materials

Standard PBR

PBR (physical-based rendering) 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.

Create Standard PBR material

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

Apply a Standard PBR material to a 3D object

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

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

Standard PBR material properties

unaligned-image-0
unaligned-image-1

Albedo is the diffused 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 checked, 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

Opacity: When checked, the material will calculate a new Alpha value by multiplying the R channel value of this new Opacity Texture.

For example, this is material applied with Albedo Texture:

If opening Opacity channel, and applying an Opacity Texture like the following:

Set the Blend Mode under Render State 0 to Transparent.

The final result looks like this: Red area stays the same as the previous one, but the blue area becomes fully transparent.

Normal is an optional property in PBR materials. If checked, 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.

  • Texture: Using a Normal texture usually makes the material surface more detailed and realistic.
  • + Strength
    • Default:
    • Range:

MRAO (Metalness, Roughness, and Ambient Occlusion) defines the parameters used in calculating the lighting of the material surface. You can change these parameters for the whole surface of a material by setting up the following:

  • + Metallic
    • Default: 0
    • Range:
  • + Roughness
    • Default: 0.5
    • Range:
  • Texture On: If checked, you can use an MRAO texture that packs MRAO into a 3-channel texture for the material’s surface.
    • Texture: Texture
    • + AO
      • Default: 1
      • Range:

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

  • Texture: Texture
  • + Intensity
    • Default: 0
    • Range:
  • + Color: Set up the material’s Emissive color by the hexadecimal color code or by picking a color from the color wheel.

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

  • +Texture: Texture
  • + Rotation
    • Default: 0
    • Range: (0,1)
  • + Intensity
    • Default: 0
    • Range: (0,1)

Shadow

  • Shadow On: If checked, your object will display shadows cast by other objects. See our Shadows guide for more details.

UV Control changes how textures are sampled in PBR material. You can adjust the Tiling, Offset, and Rotation of textures using UV Control.

  • + Tilling
    • X: (Default: 1)
    • Y: (Default: 1)
  • + Offset
    • X: (Default: 0)
    • Y: (Default: 0)
  • + Rotation
    • Default: 0
    • Range: (0,1)

Render State 0

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

Depth Write: Uncheck Depth Write if you are rendering transparent objects. If checked, the geometry depth is written to the depth buffer.

Depth Function: Determine how the depth testing is 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.
  • 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.
  • 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.
  • Not Equal: Draw the part of the object that is not at the same depth as the existing objects. When the depth is the same, no rendering occurs.
  • 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.
  • Always: The depth test always passes, and always render the object with the material.

Color Mask: R: Red G: Green B: Blue, and A: Alpha channels. If unchecked, it will be prevented from writing to the unchecked channel into the render target.

Cull Mode: Polygon has front and back sides.

  • None mode will make both inside and outside faces render.
  • Back (Default): If you choose Back, it means don’t render polygons that are back-facing from the viewer.
  • Front: Front mode means rendering polygons that are front-facing.

Blend Mode

Blend Mode instructs on how the current material will blend with the background. See our Blend guide for more details.