## Transparent (PBR) shader

### Material Panel > Property > Parameter

Type
  - Thin film - A material whose structure has only a thin surface, representing a surface reflection.
  - Glass - It transmits light into the interior, and represents a medium in which surface reflection and internal refraction/scattering are observed.
Emissive
  Specifies how much light will be emitted as a surface light source. The standard range is 0 to 1, but you can make the light source stronger by directly entering a number greater than 1.
Roughness
  Specify the roughness of the surface of the material.
Refraction
  Specifies the refractive index of the light when it passes through the material.
Scattering
  Specifies the color of the light when it passes through the material of the glass.
Scattering anisotropy
  Specifies how the internal scattering is visualized with respect to the angle of incidence of light, in the range of -1 to 1.
Attenuation distance
  Specifies the distance to which light must reach before maximum attenuation occurs.
Attenuation color
  Specifies the color to which the light will be attenuated when it reaches the [Attenuation distance].

### Material Panel > Property > Mapping

Texture
  It specifies the color pattern of the material.
Normal
  It specifies the irregularities of the material.
  The depth of irregularities is adjusted by [Normal map scale].
Roughness
  Adjust the intensity of [Roughness] locally in the image.
Emissive
  It specifies the part where the material emits light.
  The intensity of the emission is adjusted by [Emission].