Source metadata

  • Type: Official Unity package documentation
  • Maintainer: Unity Technologies
  • Accessed: 2026-04-24
  • Primary URL: Lit Shader

Key takeaways

  • Unity describes the URP Lit shader as a shader for real-world surfaces such as stone, wood, glass, plastic and metals.
  • The material inspector exposes Surface Options, Surface Inputs and Advanced settings.
  • Surface Options include workflow mode, surface type, blending mode, render face, alpha clipping and shadow reception.
  • Surface Inputs include Base Map, Metallic or Specular Map, Smoothness, Normal Map, Height Map and Occlusion Map.
  • Smoothness controls highlight spread. Low smoothness gives wider rough highlights, while high smoothness gives sharper highlights.
  • Normal maps add apparent surface detail such as bumps, scratches and grooves without changing the mesh silhouette.

Notable claims

  • Unity notes that URP Lit is the most computationally heavy shading model in URP, so it should be used deliberately.
  • Opaque materials render before transparent materials, which matters for sorting and performance.
  • Metallic values range from non-metallic surfaces to fully metallic surfaces, with intermediate values useful for dirty or corroded metals.

Relevance

This source informs:

Open questions raised

  • At what point should students move from URP Lit materials to Shader Graph?
  • Which material-map packing workflow should GDnD teach for intermediate optimisation?