<!--
{
  "availability" : [
    "iOS: 15.0.0 -",
    "iPadOS: 15.0.0 -",
    "macCatalyst: 15.0.0 -",
    "macOS: 12.0.0 -",
    "tvOS: 26.0.0 -"
  ],
  "documentType" : "symbol",
  "framework" : "RealityKit",
  "identifier" : "/documentation/RealityKit/CustomMaterial/LightingModel-swift.enum/unlit",
  "metadataVersion" : "0.1.0",
  "role" : "Case",
  "symbol" : {
    "kind" : "Case",
    "modules" : [
      "RealityKit"
    ],
    "preciseIdentifier" : "s:17RealityFoundation14CustomMaterialV13LightingModelO5unlityA2EmF"
  },
  "title" : "CustomMaterial.LightingModel.unlit"
}
-->

# CustomMaterial.LightingModel.unlit

The entity renders with no light or shadow calculations.

```
case unlit
```

## Discussion

A custom material that uses the unlit lighting model renders much
like an entity with an [`UnlitMaterial`](/documentation/RealityKit/UnlitMaterial). Custom materials using
[`CustomMaterial.LightingModel.unlit`](/documentation/RealityKit/CustomMaterial/LightingModel-swift.enum/unlit) don’t respond to
lights in the scene. Use this lighting model for user interface
elements or other elements where visibility is more important than
fitting in to the environment.

The surface shader for a custom material has access to all of the
custom material’s properties as inputs, but only renders based on
the value passed to `params.surface().set_emissive_color()`.
RealityKit ignores any other property your shader sets on
`params.surface().`

---

Copyright &copy; 2026 Apple Inc. All rights reserved. | [Terms of Use](https://www.apple.com/legal/internet-services/terms/site.html) | [Privacy Policy](https://www.apple.com/privacy/privacy-policy)