The Physically Based Rendering Material Validator is a draw mode in the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary View. It allows you to make sure your materials use values which fall within the recommended reference values for physically-based shadersA program that runs on the GPU. More info
See in Glossary. If pixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary values in a particular material fall outside of the reference ranges, the Material Validator highlights the pixels in different colors to indicate failure.
Note: You can also check the recommended values with Unity’s Material Charts. You still need to use these charts when authoring Materials to decide your albedo and metal specular values. However, the Material Validator provides you with a visual, in-editor way of quickly checking whether your Materials’ values are valid once your Assets are in the Scene.
Also note: The validator only works in Linear color space. Physically Based Rendering is not intended for use with Gamma color space, so if you are using Physically Based Rendering and the PBR Material Validator, you should also be using Linear color space.
To use the Material Validator, select the Scene ViewAn interactive view into the world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. More info
See in Glossary’s draw mode drop-down menu, which is is usually set to Shaded by default.
Navigate to the Material Validation section. The Material Validator has two modes: Validate Albedo and Validate Metal Specular.
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.