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Texture and Material

Unlit Material

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.

Material Properties

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.

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: Changes how textures are sampled in a PBR material. Use UV Control to adjust the Tiling, Offset, and Rotation of textures.

  • 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 selected, depth test should be performed and compared in the depth buffer.

Depth Write: If selected, 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.

  • 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.
  • 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. Always render the object with the material.

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

Cull Mode: The polygon has front and back sides.

  • None: Both inside and outside faces will render.
  • Back (default): Polygons that face away from the viewer will not render.
  • Front: Inside facing polygons will render.

Stencil Write

Blend Mode

Blend Mode will instruct how the current material will blend with the background.