Materials in Unity

Workin' Chill 😎

Here's another great vibe for your day ahead, as we look at some of the options for creating materials in both Blender and Unity. Hope you're having a great day yourselves.

Here we go...

Screenshot from 2021-10-06 13-34-11

The Concept

A while ago, I modelled a multi-part ring object in Blender (seen here to the right, duplicated in a mockup scene). This was then exported from Blender as an FBX file, which allowed me to use this object as a Prefab in Unity (meaning I could use it to make any number of copies I wanted, and all of these would adhere to the same properties and settings).

Screenshot from 2021-09-29 09-10-12
Screenshot from 2021-09-29 07-52-27

Why Re-Create Materials?

Last night, I began using the shader graph in Unity to build my materials, because materials built in Blender don't export with the models into Unity. At first I thought this was just a problem I was having, but this is apparently a generally accepted issue.

Unity's Shader Graph Assets

In principle, the method in Unity for creating materials is similar to that in Blender, although many of the nodes are quite different. The focus in Unity is on the accessibility of properties for scripting/programming for runtime, which is simply not a consideration in Blender (focused on animation obviously). But the above image of a transparent and animated material for the main ring shows the versatility of Universal Render Pipeline in Unity, which is optimised to run even on less capable devices (e.g. mobiles).

Stay awesome,

EMH

Screenshot from 2021-10-06 13-34-25