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
See in Glossary 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.
The Transparent shaders are used for fully- or semi-transparent objects. Using the alpha channel of the Base texture, you can determine areas of the object which can be more or less transparent than others. This can create a great effect for glass, HUD interfaces, or sci-fi effects.
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:
Assets needed:
Assets needed:
Note: One limitation of this shader is that the Base texture’s alpha channel doubles as a Specular Map for the Specular shaders in this family.
Assets needed:
Assets needed:
Note: One limitation of this shader is that the Base texture’s alpha channel doubles as a Specular Map for the Specular shaders in this family.
Assets needed:
Assets needed:
Note: One limitation of this shader is that the Base texture’s alpha channel doubles as a Specular Map for the Specular shaders in this family.