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DocumentationFeaturesSurface Settings

Surface Settings

Surface Settings is the base layer every Genesis material is built on. It groups albedo, tint, alpha behavior, blend mode, cutoff, and UV channel choice into one inspector block so you can lock in the foundation before touching any stylization module.

When to use it

  • Every material — this block always runs, so configure it first.
  • Foliage and fences — alpha cutout with an aggressive cutoff for cheap, sort-free transparency.
  • Glass, smoke, and decals — Transparent blend mode with the depth pre-pass handling sorting.
  • Multi-UV meshes — route detail or emission to UV1 while albedo stays on UV0.

How it works

The shader samples _BaseMap with the selected UV set, multiplies by _BaseColor, then either writes opaque, alpha-tests against _Cutoff, or alpha-blends using URP’s standard SrcAlpha / OneMinusSrcAlpha. Render queue and ZWrite flip automatically when you change the blend mode, so you rarely need to touch them.

Properties

Inspector labelShader propertyTypeDefaultDescription
Base Map_BaseMapTexture2DwhiteAlbedo map, tiled and offset per material.
Base Color_BaseColorColor (HDR)RGBA(1,1,1,1)Multiplied with the base map. HDR values push bloom.
Alpha Cutoff_CutoffFloat (0–1)0.5Alpha clip threshold. Active in Cutout blend mode.
Blend Mode_BlendModeEnumOpaqueOpaque, Cutout, Transparent, or Additive.
UV Channel_UVChannelEnumUV0Which mesh UV set drives the base map.
Tiling & Offset_TilingVector4(1,1,0,0)Tiling (xy) and offset (zw) applied to the chosen UV.
Alpha To Coverage_AlphaToCoverageToggleOffEnable A2C for MSAA-friendly cutout edges.

Usage

  1. Drop your albedo texture into the Base Map slot.
  2. Pick a Blend Mode. Stick with Opaque whenever possible — it is the fastest and avoids sort artifacts.
  3. For foliage, switch to Cutout and dial the cutoff until the silhouette holds at gameplay distance.
  4. If your mesh has detail on UV1, set the UV Channel to UV1 for that input.
material.SetColor("_BaseColor", new Color(0.85f, 0.30f, 0.20f)); material.SetFloat("_Cutoff", 0.45f); material.SetFloat("_BlendMode", 1); // 0=Opaque, 1=Cutout, 2=Transparent, 3=Additive

Tips & gotchas

  • Switching to Transparent disables shadow casting by default in URP. Re-enable it on the renderer if you need it.
  • Alpha To Coverage is MSAA-only — it is a no-op with MSAA off.
  • Genesis assumes linear color space. If your project is still in Gamma you will see washed-out albedo.
  • Use an HDR Base Color (above 1.0) to push bloom without enabling Emission — handy for cheap glowing decals.
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