To draw something in Unity, you must provide information that describes its shape, and information that describes the appearance of its surface. You use meshes to describe shapes, and materials to describe the appearance of surfaces.
Materials and shadersA program that runs on the GPU. More info
See in Glossary are closely linked; you always use materials with shaders.
This page contains the following information:
Feature | Built-in Render Pipeline | Universal Render Pipeline (URP) | High Definition Render Pipeline (HDRP) | Custom Scriptable Render Pipeline (SRP) |
---|---|---|---|---|
Materials | Yes | Yes | Yes | Yes |
A material contains a reference to a Shader object. If that Shader object defines material properties, then the material can also contain data such as colors or references to textures.
The MaterialAn asset that defines how a surface should be rendered. More info
See in Glossary class represents a material in C# code. For information, see Using Materials with C# scripts.
A material asset is a file with the .mat
extension. It represents a material in your Unity project. For information on viewing and editing a material asset using the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary window, see Material Inspector reference.
To render a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary using a material:
Renderer
. MeshRenderer is the most common and is suitable for most use cases, but SkinnedMeshRenderer, LineRenderer, or TrailRenderer might be more suitable if your GameObject has special requirements.To render a particle systemA component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. More info
See in Glossary in the Built-in Particle System using a material: