![]() Additive: Adds the Material’s RGB values to the background color.This is useful for visuals that you want to be fully visible but to also fade over time, like clouds. 1 appears fully opaque, but the Material is still rendered during the Transparent render pass. Alpha: Uses the Material’s alpha value to change how transparent an object is. ![]() Specifies the method HDRP uses to blend the color of each pixel of the material with the background pixels. Draws the GameObject after all post-processing effects. After post-process: For Unlit Materials only.Low Resolution: Draws the GameObject in half resolution after the Default pass.Default: Draws the GameObject in the default opaque or transparent rendering pass pass, depending on the Surface Type.To expose this option, select Transparent from the Surface Type drop-down. This means that HDRP includes this Material when it processes refraction. Before Refraction: Draws the GameObject before the refraction pass.Specifies the rendering pass that HDRP processes this material in. Transparent: Simulates a translucent Material that light can penetrate, such as clear plastic or glass.įor more information about the feature and for the list of properties each Surface Type exposes, see the Surface Type documentation.Depending on the option you select, HDRP exposes more properties. Materials with a Transparent Surface Type are more resource intensive to render than Materials with an Opaque Surface Type. Specifies whether the material supports transparency or not. Surface Options control the overall look of your Material's surface and how Unity renders the Material on screen. When you create new Materials in HDRP, they use the Lit Shader by default. This adds a new Material to your Unity Project’s Asset folder. To create a new Lit Material, navigate to your Project's Asset window, right-click in the window and select Create > Material. For more information about Materials, Shaders, and Textures, see the Unity User Manual. It includes options for effects like subsurface scattering, iridescence, vertex or pixel displacement, and decal compatibility. The Lit Shader lets you easily create realistic materials in the High Definition Render Pipeline (HDRP).
0 Comments
Leave a Reply. |