Version: 2020.3
Materials
Material Inspector reference

Materials introduction

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 shaders are closely linked; you always use materials with shaders.

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렌더 파이프라인 호환성

기능 빌트인 렌더 파이프라인 유니버설 렌더 파이프라인(URP) 고해상도 렌더 파이프라인(HDRP) 커스텀 스크립터블 렌더 파이프라인(SRP)
Materials 지원 지원 지원 지원

Material fundamentals

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 Material 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 Inspector window, see Material Inspector reference.

Creating a material asset, and assigning a shader to it

  1. To create a new material asset in your project, from the main menu or the Project View context menu, select Assets > Create > Material.
  2. To assign a shader to the material asset, in the Inspector window use the Shader drop-down menu.

Assigning a material asset to a GameObject

To render a GameObject using a material:

  1. Add a component that inherits from 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.
  2. Assign the material asset to the component’s Material property.

To render a particle system in the Built-in Particle System using a material:

  1. Add a Renderer Module to the Particle System.
  2. Assign the material asset to the Renderer Module’s Material property.
Materials
Material Inspector reference
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