Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Documentation~/materials-and-surfaces.md
2024-08-26 23:07:20 +03:00

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Materials and surfaces

Create and modify shader materials and Shader Graph materials in the High Definition Render Pipeline (HDRP).

Page Description
Transparent and translucent materials Enable and configure refractive materials in HDRP.
Skin and diffusive surfaces (subsurface scattering) Use subsurface scattering to make organic materials, like skin, look smooth and natural rather than rough and plastic-like.
Hair and fur Create hair and fur material.
Eyes Use the Eye Prefab from HDRP's sample Eye scene to create eye material.
Fabrics Create fabric material such as cotton, wool, and silk.
Decals Use decals to decorate the surface of other materials, for example for effects like paint splatters and stickers.
Fog Volume Create a Fog Volume shader graph to control the shape and appearance of local volumetric fog.
Lit materials Create realistic materials that include options for effects like subsurface scattering, iridescence, vertex or pixel displacement, and decal compatibility.
Unlit material Create materials that are not affected by lighting.
Fullscreen material Create custom effects that appear over the entire screen view, for example to create custom post-process and custom pass effects.
Canvas material Create Shader Graph shaders that can be applied to UGUI user interface elements.
Customize shaders and materials Create HDRP-specific material types, expose material properties, and manage shaders and materials.
Understand renderer and material priority Learn how to use a material's Priority property to change the order in which HDRP renders GameObjects.
Modify materials at runtime Use shader keywords to enable and disable functionalities.
Test and debug materials Use HDRP modes and tools to test your scene and assets in different lighting.

Additional resources