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DocumentationGetting StartedYour First Material

Your First Material

This is a hands-on tour through Genesis’s most-used inspector controls. You will start with a plain default material on a sphere, then progressively enable surface, lighting, and stylization features until the sphere looks like a toon-shaded prop. The point is to learn the inspector layout, not to ship the asset.

Requirements

  • Unity with Genesis installed (see Installation).
  • URP configured and active.
  • A test mesh — the Unity sphere primitive is fine.
  • Two textures — any albedo + normal map pair from the included samples.

Steps

1. Create the material

Right-click in the Project window and choose Create > Genesis > Material. Name it M_FirstGenesis.

2. Drop it on a sphere

Drag the material onto a sphere in the Scene view. By default it renders as a smooth gray Lit material — visually similar to URP/Lit.

3. Assign albedo and normal maps

Expand the Maps foldout in the inspector. Drag your albedo into _BaseMap and your normal into _BumpMap. Toggle Normal Map on if it is not already.

Normal maps must be imported as Texture Type: Normal map. If you see a yellow tint where blue should be, fix the import setting first.

4. Switch to Toon mode

In the Surface foldout, change Rendering Mode from Lit to Toon. The lighting flattens immediately and a cel-shaded preview appears.

Screenshot

The Genesis material inspector with the Surface foldout expanded and Rendering Mode set to Toon, showing the cel-shaded sphere in the preview thumbnail.

getting-started/first-material/inspector-toon.png

5. Enable cel shading and outline

In the Lighting foldout, toggle Cel Shading on. Choose Stepped, set Steps = 3. Then in the Effects foldout, toggle Outline on and set Width = 1.5, Color = black.

Verifying

Smooth Lambert diffuse, no outline, no stylization.

Three cel bands, black inverted-hull outline, normal map driving the band shape.

Default Lit
Configured Toon

The freshly-created material compared against the configured one. Drag to compare.

Rotate the Scene view light. The cel bands should swing across the sphere. If they do not, Receive Shadows may be off on the renderer.

If the outline is invisible, check that Cull Mode in the Outline section is set to Front. The inverted-hull technique relies on rendering back faces.

Next steps

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