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.
Reflective shaders will allow you to use a CubemapA collection of six square textures that can represent the reflections in an environment or the skybox drawn behind your geometry. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). More info
See in Glossary which will be reflected on your meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary. 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.
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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.
Assets needed:
Assets needed:
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.
Assets needed:
Assets needed:
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.
Assets needed:
Assets needed:
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