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.
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
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
- Quick Start Guide — a faster recipe.
- Understanding the Inspector
- Cel Shading — the deep dive.