# Creating and Applying Materials Use the [Material Editor](material-tools.md) to easily manage Materials you are using in the scene. You can carry out multiple editing tasks, including the following: * [Setting a quick Material](material-tools.md#qset) and then using a shortcut to [apply it](material-tools.md#qapply) to the selected face(s). * [Assigning up to 10 Materials](material-tools.md#set) to shortcuts and buttons in the editor so you can easily [apply multiple Materials to faces](material-tools.md#apply) without having to use the Project view to find them. * [Defining extra Material slots](material-tools.md#wells) in your Palette so that you can manage extra Materials at once. * [Saving your Material arrangement](material-tools.md#save) in a new Material Palette so that you can find it easily and re-use it in other scenes and projects. * [Loading](material-tools.md#load) a previously saved Material Palette into the Material Editor. ![Drag your Materials onto the slots in the Material Editor from the Project view](images/MaterialTools_WithExample.png) The Materials you use in the Material Editor are standard Unity Materials. If you want to create your own standard Unity Material, follow the instructions in [Creating a material asset and assigning a Unity shader to it](https://docs.unity3d.com/Manual/materials-introduction.html#creating-a-material) in the Unity manual. For Texture Materials, follow the instructions in [Creating a Texture Material](#texmat). **Note**: If you are using either the [Universal Render Pipeline](https://docs.unity3d.com/Manual/universal-render-pipeline.html) (URP) or the [High Definition Render Pipeline](https://docs.unity3d.com/Manual/high-definition-render-pipeline.html) (HDRP), you also need to import the corresponding URP or HDRP Shaders needed to display vertex colors and textures correctly. For more information, see [Support for scriptable render pipelines](installing.md). ## Creating a Texture Material Before you create the Material, make sure you have a 2-dimensional image file (BMP, JPG, PNG, TIF etc.). Then follow these instructions: 1. Right-click in the Project view, in the folder you want to place the Material file, and select **Create** > **Material** from the context menu. Alternatively, you can use the main menu (**Assets** > **Create** > **Material**). 2. Name the Material file. For example, you could describe the look or use of the Texture, such as "BrickWall" or "CheckeredTile". The Shader properties appear in the Inspector. 3. [Set a reference](https://docs.unity3d.com/Manual/EditingValueProperties.html) to the Texture file you want to use in the **Albedo** property. ![Shader properties for Texture Materials](images/texmat-create.png) Now that you have a Texture Material, you can [set it as the quick Material](material-tools.md#qset), [add it to your Material Palette](material-tools.md#palette), and [apply it to a whole object or only specific faces](material-tools.md#apply).