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 this shaderA 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.
This shader is a version of the regular Diffuse shaderA old type of shader used in earlier versions of Unity. Replaced by the Standard Shader from Unity 5 onwards. More info
See in Glossary with additional data. It allows you to define a second “Detail” texture that will gradually appear as the cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary gets closer to it. It can be used on terrainThe landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. More info
See in Glossary, for example. You can use a base low-resolution texture and stretch it over the entire terrain. When the camera gets close the low-resolution texture will get blurry, and we don’t want that. To avoid this effect, create a generic Detail texture that will be tiled over the terrain. This way, when the camera gets close, the additional details appear and the blurry effect is avoided.
The Detail texture is put “on top” of the base texture. Darker colors in the detail texture will darken the main texture and lighter colors will brighten it. Detail texture are usually gray-ish.
This shader is pixel-lit, and approximately equivalent to the Diffuse shader. It is marginally more expensive due to additional texture.
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