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Unlit

glTF extension: KHR_materials_unlit

Property Details
Shader attribute gltfUnlit (Extra Attributes)
Attribute type Boolean
Auto-created Yes — added to every material on first export
Default Off (disabled)

An unlit material bypasses all PBR lighting calculations. The surface is rendered at its full base color value regardless of scene lights, making it ideal for pre-baked lighting, stylised content, or UI elements.


Enabling unlit mode

gltfUnlit is a plugin-managed custom attribute supported on standardSurface, aiStandardSurface, and openPBRSurface. It is created automatically on the material node during the first export and appears in the Extra Attributes section of the Attribute Editor.

Enable it by toggling glTF Unlit to On in the Extra Attributes section.

Note

StingrayPBS does not support gltfUnlit and cannot be exported as an unlit material.


What is exported when unlit is enabled

When gltfUnlit is on, the exporter writes KHR_materials_unlit into the material's extensions block. Only the following properties are included in the exported material — all lighting-dependent properties are omitted:

Exported Omitted
Base color factor Metallic factor
Base color texture Roughness factor
Alpha mode / alpha cutoff Normal map
Double-sided flag Occlusion map
Emissive factor / texture
All other PBR extensions

The base color and any texture connected to it are still exported normally. See Base Color for connection details.

Warning

glTF runtimes that support KHR_materials_unlit will ignore all lighting data. Properties such as metallic, roughness, and normals are still read from the Maya shader during export but are not written to the file when unlit is active.