Self-Illuminated Parallax Specular
 
  
Reflective Shader Family 
Note.  Unity 5 introduced the Standard Shader  which replaces these shaders.
Reflective  shaders will allow you to use a Cubemap which will be reflected on your mesh. You can also define areas of more or less reflectivity on your object through the alpha channel of the Base  texture. High reflectivity is a great effect for glosses, oils, chrome, etc. Low reflectivity can add effect for metals, liquid surfaces, or video monitors.
 
shader-ReflectiveVertexLit 
 
Assets needed: 
One Base  texture with alpha channel for defining reflective areas 
One Reflection  Cubemap for Reflection Map 
 
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shader-ReflectiveDiffuse 
 
Assets needed: 
One Base  texture with alpha channel for defining reflective areas 
One Reflection  Cubemap for Reflection Map 
 
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shader-ReflectiveSpecular 
 
Assets needed: 
One Base  texture with alpha channel for defining reflective areas & Specular Map combined 
One Reflection  Cubemap for Reflection Map 
 
Note: 
One consideration for this shader is that the Base  texture’s alpha channel will double as both the reflective areas and the Specular Map.
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shader-ReflectiveBumpedDiffuse 
 
Assets needed: 
One Base  texture with alpha channel for defining reflective areas 
One Reflection  Cubemap for Reflection Map 
One Normal map , no alpha channel required 
 
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shader-ReflectiveBumpedSpecular 
 
Assets needed: 
One Base  texture with alpha channel for defining reflective areas & Specular Map combined 
One Reflection  Cubemap for Reflection Map 
One Normal map , no alpha channel required 
 
Note: 
One consideration for this shader is that the Base  texture’s alpha channel will double as both the reflective areas and the Specular Map.
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shader-ReflectiveParallaxDiffuse 
 
Assets needed: 
One Base  texture with alpha channel for defining reflective areas 
One Reflection  Cubemap for Reflection Map 
One Normal map , with alpha channel for Parallax Depth 
 
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shader-ReflectiveParallaxSpecular 
 
Assets needed: 
One Base  texture with alpha channel for defining reflective areas & Specular Map 
One Reflection  Cubemap for Reflection Map 
One Normal map , with alpha channel for Parallax Depth 
 
Note: 
One consideration for this shader is that the Base  texture’s alpha channel will double as both the reflective areas and the Specular Map.
» More details 
 
shader-ReflectiveBumpedUnlit 
 
Assets needed: 
One Base  texture with alpha channel for defining reflective areas 
One Reflection  Cubemap for Reflection Map 
One Normal map , no alpha channel required 
 
» More details 
 
shader-ReflectiveBumpedVertexLit 
 
Assets needed: 
One Base  texture with alpha channel for defining reflective areas 
One Reflection  Cubemap for Reflection Map 
One Normal map , no alpha channel required 
 
» More details 
Self-Illuminated Parallax Specular