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Textures and Materials

Unlit material

An Unlit material will directly show colors from a texture or a single color, without light or shadows.

Quick start

You can add an Unlit material by clicking + Add asset > Material > Unlit.

Note
Note

Face Paint is also a type of Unlit material with the UV Control. Using UV Control, you may adjust the Tiling, Offset and Rotation of textures. A Face Paint material will also be created automatically when you add 3D Face in the scene.

For demonstration, we will simply add a build-in cube mesh and apply the Unlit material to the cube.

After applying the material, feel free to tweak color or add texture to the material.

Related properties

The following adjustable material properties will appear on the Inspector panel when an Unlit material is selected

Albedo

Albedo

Albedo is the visible color of an unlit material.

Color: You can change the Color as a single color that will show on your material.

Texture On: Have the option to choose a texture as the material’s albedo color by checking TextureOn and selecting a texture. When Texture On is selected, Color will become the tint color of the texture.

Texture: If Texture On is selected, choose the texture that will be the material’s albedo

Premult On: If the texture you chose uses a premultiplied alpha channel, check this box.

Tint color: If the texture you chose uses a premultipled alpha channel, select the color (or enter the hex code for the color) that the texture is matted against.

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: Refer to our Blend Mode guide.