Shader Property Reference
Searchable reference for every common Unity shader property name with C# get/set code for Standard, URP, HDRP, Sprite, and UI shaders.
Unity shader properties have internal string names that differ between render pipelines. Standard uses _Color while URP Lit uses _BaseColor. This reference lists every common property name with its type and C# access code, so you can stop guessing and start copying.
| Property Name | Get Code | Set Code | |||
|---|---|---|---|---|---|
| _Color | Color | Color | material.GetColor("_Color") | material.SetColor("_Color", Color.red) | |
| _MainTex | Albedo | Texture | material.GetTexture("_MainTex") | material.SetTexture("_MainTex", myTexture) | |
| _BumpMap | Normal Map | Texture | material.GetTexture("_BumpMap") | material.SetTexture("_BumpMap", normalMap) | |
| _BumpScale | Normal Scale | Float | material.GetFloat("_BumpScale") | material.SetFloat("_BumpScale", 1.5f) | |
| _Metallic | Metallic | Range | material.GetFloat("_Metallic") | material.SetFloat("_Metallic", 1f) | |
| _Glossiness | Smoothness | Range | material.GetFloat("_Glossiness") | material.SetFloat("_Glossiness", 0.8f) | |
| _MetallicGlossMap | Metallic Map | Texture | material.GetTexture("_MetallicGlossMap") | material.SetTexture("_MetallicGlossMap", metallicMap) | |
| _EmissionColor | Emission Colour | Color | material.GetColor("_EmissionColor") | material.SetColor("_EmissionColor", Color.yellow * 2f) | |
| _EmissionMap | Emission Map | Texture | material.GetTexture("_EmissionMap") | material.SetTexture("_EmissionMap", emissionTex) | |
| _OcclusionMap | Occlusion Map | Texture | material.GetTexture("_OcclusionMap") | material.SetTexture("_OcclusionMap", aoMap) | |
| _OcclusionStrength | Occlusion Strength | Range | material.GetFloat("_OcclusionStrength") | material.SetFloat("_OcclusionStrength", 0.5f) | |
| _Cutoff | Alpha Cutoff | Range | material.GetFloat("_Cutoff") | material.SetFloat("_Cutoff", 0.3f) | |
| _DetailAlbedoMap | Detail Albedo | Texture | material.GetTexture("_DetailAlbedoMap") | material.SetTexture("_DetailAlbedoMap", detailTex) | |
| _DetailNormalMap | Detail Normal Map | Texture | material.GetTexture("_DetailNormalMap") | material.SetTexture("_DetailNormalMap", detailNormal) | |
| _DetailNormalMapScale | Detail Normal Scale | Float | material.GetFloat("_DetailNormalMapScale") | material.SetFloat("_DetailNormalMapScale", 2f) | |
| _Parallax | Height Scale | Range | material.GetFloat("_Parallax") | material.SetFloat("_Parallax", 0.04f) | |
| _BaseColor | Base Colour | Color | material.GetColor("_BaseColor") | material.SetColor("_BaseColor", Color.red) | |
| _BaseMap | Base Map | Texture | material.GetTexture("_BaseMap") | material.SetTexture("_BaseMap", myTexture) | |
| _RendererColor | Renderer Colour | Color | material.GetColor("_RendererColor") | material.SetColor("_RendererColor", Color.white) | |
| _StencilComp | Stencil Comparison | Int | material.GetInt("_StencilComp") | material.SetInt("_StencilComp", 8) | |
| _Stencil | Stencil ID | Int | material.GetInt("_Stencil") | material.SetInt("_Stencil", 1) |
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