Every shader property with its full notes, get/set code, and supported pipelines. The interactive table above is a quick lookup; this section is the complete textual reference.
_Color
ColorColorDefault: Color.whiteThe main tint colour. In URP Lit, this is replaced by _BaseColor. Sprite and UI shaders also use _Color for their primary tint.
Pipelines: Standard, Sprite, UI
// Get
material.GetColor("_Color")
// Set
material.SetColor("_Color", Color.red)
_MainTex
AlbedoTextureDefault: "white"The main diffuse/albedo texture. In URP Lit, use _BaseMap instead. You can also set tiling and offset via material.SetTextureScale and material.SetTextureOffset.
Pipelines: Standard, Sprite
// Get
material.GetTexture("_MainTex")
// Set
material.SetTexture("_MainTex", myTexture)
_BumpMap
Normal MapTextureDefault: "bump"Tangent-space normal map. The property name _BumpMap is shared across all three pipelines. Make sure the texture import type is set to Normal Map in Unity.
Pipelines: Standard, URP, HDRP
// Get
material.GetTexture("_BumpMap")
// Set
material.SetTexture("_BumpMap", normalMap)
_BumpScale
Normal ScaleFloatDefault: 1.0Multiplier for normal map intensity. Values above 1.0 exaggerate the surface detail; values below 1.0 flatten it.
Pipelines: Standard, URP, HDRP
// Get
material.GetFloat("_BumpScale")
// Set
material.SetFloat("_BumpScale", 1.5f)
_Metallic
MetallicRangeDefault: 0.0Range 0 to 1. Only used when there is no metallic map assigned. Set to 1 for metals, 0 for non-metals.
Pipelines: Standard, URP, HDRP
// Get
material.GetFloat("_Metallic")
// Set
material.SetFloat("_Metallic", 1f)
_Glossiness
SmoothnessRangeDefault: 0.5Range 0 to 1. Standard shader only. In URP and HDRP, smoothness is stored in the alpha channel of the metallic map or controlled by _Smoothness.
Pipelines: Standard
// Get
material.GetFloat("_Glossiness")
// Set
material.SetFloat("_Glossiness", 0.8f)
_MetallicGlossMap
Metallic MapTextureDefault: nullR channel stores metallic, A channel stores smoothness. When assigned, the _Metallic and _Glossiness sliders are ignored.
Pipelines: Standard
// Get
material.GetTexture("_MetallicGlossMap")
// Set
material.SetTexture("_MetallicGlossMap", metallicMap)
_EmissionColor
Emission ColourColorDefault: Color.blackHDR colour. Multiply by values greater than 1 for bloom. You must also call material.EnableKeyword("_EMISSION") for emission to work.
Pipelines: Standard, URP, HDRP
// Get
material.GetColor("_EmissionColor")
// Set
material.SetColor("_EmissionColor", Color.yellow * 2f)
_EmissionMap
Emission MapTextureDefault: nullTexture that masks which areas emit light. The final emission is _EmissionMap multiplied by _EmissionColor.
Pipelines: Standard, URP, HDRP
// Get
material.GetTexture("_EmissionMap")
// Set
material.SetTexture("_EmissionMap", emissionTex)
_OcclusionMap
Occlusion MapTextureDefault: "white"Ambient occlusion texture. White means fully lit; darker values add shadowing in crevices.
Pipelines: Standard, URP, HDRP
// Get
material.GetTexture("_OcclusionMap")
// Set
material.SetTexture("_OcclusionMap", aoMap)
_OcclusionStrength
Occlusion StrengthRangeDefault: 1.0Range 0 to 1. Controls how strongly the occlusion map affects the final result. 0 disables occlusion completely.
Pipelines: Standard, URP, HDRP
// Get
material.GetFloat("_OcclusionStrength")
// Set
material.SetFloat("_OcclusionStrength", 0.5f)
_Cutoff
Alpha CutoffRangeDefault: 0.5Range 0 to 1. Only relevant when rendering mode is set to Cutout. Pixels with alpha below this threshold are discarded.
Pipelines: Standard, URP, HDRP
// Get
material.GetFloat("_Cutoff")
// Set
material.SetFloat("_Cutoff", 0.3f)
_DetailAlbedoMap
Detail AlbedoTextureDefault: "grey"A secondary albedo texture blended on top of the main texture using UV2. Useful for adding surface variation without increasing main texture resolution.
Pipelines: Standard
// Get
material.GetTexture("_DetailAlbedoMap")
// Set
material.SetTexture("_DetailAlbedoMap", detailTex)
_DetailNormalMap
Detail Normal MapTextureDefault: "bump"Secondary normal map for fine surface detail. Blended with the main _BumpMap using UV2.
Pipelines: Standard
// Get
material.GetTexture("_DetailNormalMap")
// Set
material.SetTexture("_DetailNormalMap", detailNormal)
_DetailNormalMapScale
Detail Normal ScaleFloatDefault: 1.0Intensity multiplier for the detail normal map.
Pipelines: Standard
// Get
material.GetFloat("_DetailNormalMapScale")
// Set
material.SetFloat("_DetailNormalMapScale", 2f)
_Parallax
Height ScaleRangeDefault: 0.02Range 0.005 to 0.08. Controls the strength of parallax/height mapping. Higher values create a stronger depth illusion but can cause artefacts at steep angles.
Pipelines: Standard
// Get
material.GetFloat("_Parallax")
// Set
material.SetFloat("_Parallax", 0.04f)
_BaseColor
Base ColourColorDefault: Color.whiteReplaces _Color in URP and HDRP Lit shaders. If you are migrating from Standard, update all references from _Color to _BaseColor.
Pipelines: URP, HDRP
// Get
material.GetColor("_BaseColor")
// Set
material.SetColor("_BaseColor", Color.red)
_BaseMap
Base MapTextureDefault: "white"Replaces _MainTex in URP and HDRP Lit shaders. The alpha channel is used for transparency when the surface type is set to Transparent.
Pipelines: URP, HDRP
// Get
material.GetTexture("_BaseMap")
// Set
material.SetTexture("_BaseMap", myTexture)
_RendererColor
Renderer ColourColorDefault: Color.whiteSet automatically by SpriteRenderer.color. You rarely need to set this directly on the material; use SpriteRenderer.color instead.
Pipelines: Sprite
// Get
material.GetColor("_RendererColor")
// Set
material.SetColor("_RendererColor", Color.white)
_StencilComp
Stencil ComparisonIntDefault: 8Stencil comparison function. Default value 8 means Always. Used by Unity UI masking. Values correspond to UnityEngine.Rendering.CompareFunction enum.
Pipelines: UI
// Get
material.GetInt("_StencilComp")
// Set
material.SetInt("_StencilComp", 8)
_Stencil
Stencil IDIntDefault: 0Stencil buffer reference value. Used together with _StencilComp for UI masking. The Mask component sets this automatically.
Pipelines: UI
// Get
material.GetInt("_Stencil")
// Set
material.SetInt("_Stencil", 1)