Component image 
Unlit Material component as seen in the Scene Inspector

The UnlitMaterial component is a material that can render meshes without lighting at full bright. Optionally can render each vertex like a square that faces the user or a direction. It can also optionally render differently depending on which eye it is viewed from. This is used in the left and right cat item, and for 3D photos.
Fields
Name | Type | Description |
---|---|---|
persistent
|
Bool | Determines whether or not this item will be saved to the server. |
UpdateOrder
|
Int | Controls the order in which this component is updated. |
Enabled
|
Bool | Controls whether or not this component is enabled. Some components stop their functionality when this field is disabled, but some don't. |
HighPriorityIntegration
|
Bool | If true, integrating this asset (e.g. processing procedural assets) gets higher priority than assets with this flag off. An example is user laser procedural meshes. |
TintColor
|
ColorX | The color to multiply or tint by for the entire material. |
Texture
|
ITexture2D | The texture to show on the mesh surface. |
TextureScale
|
Float2 | The scale of Texture .
|
TextureOffset
|
Float2 | The offset of Texture .
|
MaskTexture
|
ITexture2D | How to mask the Unlit Material. Is also used for alpha cutoff. |
MaskScale
|
Float2 | How to scale the mask texture. |
MaskOffset
|
Float2 | How to offset the mask texture. |
MaskMode
|
MaskTextureMode | How the mask should be used. |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
AlphaCutoff
|
Float | at what point that a an alpha value in a pixel in Texture below this value will be cut off and not rendered at all.
|
UseVertexColors
|
Bool | Whether the vertex colors of a mesh should be used for rendering the color for this material. |
VertexColorInterpolationSpace
|
ColorProfile | In what color space to interpolate colors between vertices. |
Sidedness
|
Sidedness | Render on both sides of the mesh, front, or back. |
ZWrite
|
ZWrite | whether this material should respect the distance it is from the camera. |
OffsetTexture
|
ITexture2D | The texture used to offset the positions of pixels. |
OffsetMagnitude
|
Float2 | How much to amplify the offset effect. |
OffsetTextureScale
|
Float2 | How much to scale the detail of the OffsetTexture
|
OffsetTextureOffset
|
Float2 | How much to offset the detail of the OffsetTexture
|
PolarUVmapping
|
Bool | Whether or not to map the texture to the surface in a circular pattern. |
PolarPower
|
Float | The strength of the polar mapping. |
StereoTextureTransform
|
Bool | Whether a texture on the surface should appear different in the right eye. |
RightEyeTextureScale
|
Float2 | The override for texture in the right eye for scale. |
RightEyeTextureOffset
|
Float2 | The override for texture in the right eye for offset. |
DecodeAsNormalMap
|
Bool | Whether to decode the textures as a normal map. |
UseBillboardGeometry
|
Bool | Whether to not render the surface, and instead render each vertex like a Particle with this material and texture. |
UsePerBillboardScale
|
Bool | Whether scaling of vertex points should be used for Billboard geometry positioning. |
UsePerBillboardRotation
|
Bool | Whether rotation of vertex points should be used for Billboard geometry positioning. |
UsePerBillboardUV
|
Bool | Whether uv data of vertex points should be used for Billboard geometry positioning. |
BillboardSize
|
Float2 | The base size for Billboard geometry. |
OffsetFactor
|
Float | how much this material should be pushed forwards or backwards on the depth buffer factor wise |
OffsetUnits
|
Float | how much this material should be pushed forwards or backwards on the depth buffer unit wise |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
_unlit
|
Shader | Internal. |
_unlitBillboard
|
Shader | Internal. |
Usage
Attach to a slot and use the material Component in the list of materials on a Component:MeshRenderer or a Component:SkinnedMeshRenderer with a mesh to view what this material looks like.
Examples
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