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Using opaque materials#

Choosing an opaque material.#

Each render pipeline Unity uses has different shaders and different UIs for those shaders.
Avoid anything that uses the words "Transparent" or "Fade".

Built-in Render Pipeline#

The Standard shader has an Opaque Rendering Mode. Cutout is also suitable if required.
The Unlit shader has Color and Cutout.
Custom shaders should render to depth, ZWrite On (default), and ideally be in the Geometry render queue (default).

URP or HDRP#

For default render pipeline materials the Surface Type defined in the Surface Options dropdown for a material must be set to Opaque.
Opaque Material
Shaders created in Shadergraph should also be set to Opaque (default).


I cannot edit my material.