     vec3 diffuse = f_diffuse;
 #endif
 
+    vec3 color = vec3(0);
+#ifdef MATERIAL_UNLIT
+    color = baseColor.rgb;
+#else
     color = f_emissive + diffuse + f_specular;
     color = f_sheen + color * albedoSheenScaling;
     color = color * (1.0 - clearcoatFactor * clearcoatFresnel) + f_clearcoat;
+#endif
 
 #if DEBUG == DEBUG_NONE
 

    f_emissive *= texture(u_EmissiveSampler, getEmissiveUV()).rgb;
#endif

    vec3 color = vec3(0);

    // Layer blending

    float clearcoatFactor = 0.0;

    baseColor.a = 1.0;
#endif

    vec3 v = normalize(u_Camera - v_Position);
    NormalInfo normalInfo = getNormalInfo(v);
    vec3 n = normalInfo.n;
