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Textures and materials

Unlit material

Unlit material shows colors from a texture or a single color without being affected by environmental lights or shadows.

Create Unlit material

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

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 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
    • Premult On: When checked, the color image is masked (multiplied) by its own Alpha channel.

Opacity: When checked, the material will calculate a new Alpha value by multiplying the R channel value of this new Opacity Texture. To learn more about how to use this property, check out 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 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.

  • 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: 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 renderer.
  • Back: If you choose Back, it won’t render polygons that face away from the viewer.
  • Front means rendering inside facing polygons.

Stencil Write

Blend Mode

Blend Mode will instruct how the current material will blend with the background. Refer to the Blend Mode for more information.