Creating an unlit material function

I’m blending two materials and need one of them to be unlit. I have to create the 2 materials using material functions so I can pass them into the MatLayerBlend_Simple. On a material I can change the shading model to unlit no problem, but on the material function I don’t see how to do that. I am creating the material in the material function using MakeMaterialAttributes. Thanks for the help!

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I dont think that will work properly.
A material can be either lit, or unlit. Material functions are just an abstraction of a material graph.
Thats why you cant use a material function on its own, but need to use it within an actual material.
And you cant have a material that is partially lit/unlit.
What effect do you want to achieve?

I’d like to create an effect, almost like a localized fog volume, where everything inside it blends to a color. I tried blending to just a basic emissive shader, but I still get lighting and shadows where the effect is at full strength.