Settings at the top of the material inspector that change the overall behavior of the shader. They affect every other section's behavior, and can even show/hide parameters within them.
Opaque: A fully opaque material. (Forward/Deferred)
Cutout: An alpha-tested cutout material based on the opacity input. Shows "Opacity Cutoff" parameter. [TransparentCutout] (Forward/Deferred)
Fade: An alpha-blended material that completely fades out the surface based on the base alpha. This is used primarily in circumstances where you want the base alpha to modify the combined shader output (ie to have 'nothing there' where the alpha value is black). [Transparent] (Forward-only)
Transparent: An alpha-blended material that only fades out the diffuse component, leaving specular and emission. This is used for representing translucent solid surfaces like glass. [Transparent] (Forward-only)
NOTE: The surface metalness overrides the base opacity, and will make the surface more opaque as it increases.
Vertex Normals: Uses the mesh vertex normals only, making the shader much cheaper. Hides all normal map inputs.
Normal Maps: Uses tangent space normal maps.
Packed Map Alpha: Reads roughness from the material Packed map alpha channel.
Base Color Alpha: Reads roughness from the base color alpha channel, treating it like a Terrain packed map. Hides all material map inputs. Tint alpha still controls opacity.
Property: Just uses the Roughness slider property without a map.
Off: Renders both front and back faces.
Front: Culls front faces.
Back: Culls back faces.
Shadow Cull Mode
Off: Renders both front and back faces for shadow meshes.
Front: Culls front faces for shadow meshes.
Back: Culls back faces for shadow meshes.
Branch: Basic SpeedTree mode. (Forward/Deferred)
Branch Detail: Like Branch, but shows Detail and Detail Normals in SpeedTree Textures. (Forward/Deferred)
Frond: Supports Transmission. [TransparentCutout] (Forward/Deferred)
Leaf: Like Frond, but supports cutouts. [TransparentCutout] (Forward/Deferred)
Mesh: Arbitrary mesh? (Forward/Deferred)
None: No wind.
Fastest: Lowest quality and cost.
Fast: 2nd lowest quality and cost.
Better: 2nd highest quality and cost.
Best: Highest quality and cost.
Palm: Palm tree wind.
|Rendering Mode||Dropdown||Opaque, Cutout, Fade, Transparent.|
|Opacity Cutoff||Float [0-1]||Value below which the Opacity input is treated like a cutout.|
|Normals Source||Dropdown||Vertex Normals, Normal Maps.|
|Roughness Source||Dropdown||Packed Map Alpha, Base Color Alpha.|
|Cull Mode||Dropdown||Off, Front, Back.|
|Shadow Cull Mode||Dropdown||Off, Front, Back.|
|Invert Back Normals||Toggle||Inverts the XY for normal maps on the mesh's backfaces.|
|Geometry Types||Dropdown||Branch, Branch Detail, Frond, Leaf, Mesh.|
|Wind Quality||Dropdown||None, Fastest, Fast, Better, Best, Palm|