Version: 2018.4
Usage and Performance of Built-in Shaders
Vertex-Lit

Normal Shader Family

Note. Unity 5 introduced the Standard ShaderA built-in shader for rendering real-world objects such as stone, wood, glass, plastic and metal. Supports a wide range of shader types and combinations. More info
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which replaces these shadersA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
See in Glossary
.

These shaders are the basic shaders in Unity. They are not specialized in any way and should be suitable for most opaque objects. They are not suitable if you want your object to be transparent, emitting light etc.

Vertex Lit

shader-NormalVertexLit
shader-NormalVertexLit

AssetsAny media or data that can be used in your game or Project. An asset may come from a file created outside of Unity, such as a 3D model, an audio file or an image. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. More info
See in Glossary
needed:

  • One Base texture, no alpha channel required

Diffuse

shader-NormalDiffuse
shader-NormalDiffuse

Assets needed:

  • One Base texture, no alpha channel required

Specular

shader-NormalSpecular
shader-NormalSpecular

Assets needed:

  • One Base texture with alpha channel for Specular Map

Normal mapped

shader-NormalBumpedDiffuse
shader-NormalBumpedDiffuse

Assets needed:

  • One Base texture, no alpha channel required
  • One Normal map

Normal mapped Specular

shader-NormalBumpedSpecular
shader-NormalBumpedSpecular

Assets needed:

  • One Base texture with alpha channel for Specular Map
  • One Normal map

Parallax

shader-NormalParallaxDiffuse
shader-NormalParallaxDiffuse

Assets needed:

  • One Base texture, no alpha channel required
  • One Normal map
  • One Height texture with Parallax Depth in the alpha channel

Parallax Specular

shader-NormalParallaxSpecular
shader-NormalParallaxSpecular

Assets needed:

  • One Base texture with alpha channel for Specular Map
  • One Normal map
  • One Height texture with Parallax Depth in the alpha channel

Decal

shader-NormalDecal
shader-NormalDecal

Assets needed:

  • One Base texture, no alpha channel required
  • One Decal texture with alpha channel for Decal transparency

Diffuse Detail

shader-NormalDiffuseDetail
shader-NormalDiffuseDetail

Assets needed:

  • One Base texture, no alpha channel required
  • One Detail grayscale texture; with 50% gray being neutral color
Usage and Performance of Built-in Shaders
Vertex-Lit