Material with a basic lighting model.

The material combines several elements to determine the color of a given surface point.

First, the base color uses the Basecolor parameter and optionally the Base Color Field input. Next, the specular color uses the color and relative position of the light. Third, the “Sky” color acts as a simple pseudo light, that uses the surface normal but doesn’t support shadows.


  • Enable:
  • Base Color:
  • Sky Color: Color of the "sky" pseudo-light.
  • Sky Amount: Amount of "sky" light to apply.
  • Sky Direction: Vector of the direction where the "sky" light comes from.
  • Specular Amount: Amount of specular light color to apply.
  • Specular Exponent: Controls the sharpness of the specular color rolloff.
  • Enable Shadow: Whether to use shadows. If this is enabled, and the `Shadow` input is connected, that type of shadow is used. If it is enabled but that input is not connected, the default shadow is used.
  • Use Local Position: Whether to use the "local" position relative to the input shape when looking up colors using the `Base Color Field` input. If enabled, the coordinates used for the color field will be "before" any downstream transformations are applied. When disabled, the final global position where a point ends up in the render is used instead.
  • Use Surface Color:
  • Apply When:
    • Always:
    • Only If Unassigned:


  • SDF Shape: (required)
    • Coordinate Types: vec3
    • Context Types: Context
    • Return Types: Sdf
  • Base Color Field: (optional)
    • Coordinate Types: vec3
    • Context Types: MaterialContext
    • Return Types: float vec4


  • lightcolor:
  • lightpos:
  • surfacecolor:
  • surfaceuv:
  • normal: