Version: 2020.3
Language : English
ShaderLab: legacy fog
ShaderLab: legacy alpha testing

ShaderLab: legacy lighting

Note: The ShaderLabUnity’s language for defining the structure of Shader objects. More info
See in Glossary
functionality on this page is legacy, and is documented for backwards compatibility only. If your shaderA program that runs on the GPU. More info
See in Glossary
source file includes HLSL code, Unity ignores these commands completely. If your shader source file does not include HLSL code, Unity compiles these commands into regular shader programs on import.

Render pipeline compatibility

Feature name Built-in Render Pipeline Universal Render Pipeline (URP) High Definition Render Pipeline (HDRP) Custom SRP
Legacy lighting Yes No No No

Overview

The material and lighting parameters are used to control the built-in vertex lighting. Vertex lighting is the standard Direct3D/OpenGL lighting model that is computed for each vertex. Lighting on turns it on. Lighting is affected by MaterialAn asset that defines how a surface should be rendered. More info
See in Glossary
block, ColorMaterial and SeparateSpecular commands.

Vertex Coloring & Lighting is the first effect to be calculated for any rendered geometry. It operates on the vertex level, and calculates the base color that is used before textures are applied.

Syntax

The top level commands control whether to use fixed function lighting or not, and some configuration options. The main setup is in the Material Block, detailed further below.

Color

    Color color

Sets the object to a solid color. A color is either four RGBA values in parenthesis, or a color property name in square brackets.

Material

    Material {Material Block}

The Material block is used to define the material properties of the object.

Lighting

    Lighting On | Off

For the settings defined in the Material block to have any effect, you must enable Lighting with the Lighting On command. If lighting is off instead, the color is taken straight from the Color command.

SeparateSpecular

    SeparateSpecular On | Off

This command makes specular lighting be added to the end of the shader pass, so specular lighting is unaffected by texturing. Only has effect when Lighting On is used.

ColorMaterial

    ColorMaterial AmbientAndDiffuse | Emission

Makes per-vertex color be used instead of the colors set in the material. AmbientAndDiffuse replaces Ambient and Diffuse values of the material; Emission replaces Emission value of the material.

Material Block

This contains settings for how the material reacts to the light. Any of these properties can be left out, in which case they default to black (i.e. have no effect).

Diffuse color: The diffuse color component. This is an object’s base color.

Ambient color: The ambient color component. This is the color the object has when it’s hit by the ambient lightLight that doesn’t come from any specific direction, and contributes equal light in all directions to the Scene. More info
See in Glossary
set in the Lighting Window.

Specular colorThe color of a specular highlight.
See in Glossary
:
The color of the object’s specular highlight.

Shininess number: The sharpness of the highlight, between 0 and 1. At 0 you get a huge highlight that looks a lot like diffuse lighting, at 1 you get a tiny speck.

Emission color: The color of the object when it is not hit by any light.

The full color of lights hitting the object is:

Ambient * Lighting Window’s Ambient Intensity setting + (Light Color * Diffuse + Light Color * Specular) + Emission

The light parts of the equation (within parenthesis) is repeated for all lights that hit the object.

Typically you want to keep the Diffuse and Ambient colors the same (all built-in shaders do this).

Examples

Always render object in pure red:

Shader "Solid Red" {
    SubShader {
        Pass { Color (1,0,0,0) }
    }
}

Basic Shader that colors the object white and applies vertex lighting:

Shader "VertexLit White" {
    SubShader {
        Pass {
            Material {
                Diffuse (1,1,1,1)
                Ambient (1,1,1,1)
            }
            Lighting On
        }
    }
}

An extended version that adds material color as a property visible in Material InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary
:

Shader "VertexLit Simple" {
    Properties {
        _Color ("Main Color", COLOR) = (1,1,1,1)
    }
    SubShader {
        Pass {
            Material {
                Diffuse [_Color]
                Ambient [_Color]
            }
            Lighting On
        }
    }
}

And finally, a full fledged vertex-lit shader (see also SetTexture reference page):

Shader "VertexLit" {
    Properties {
        _Color ("Main Color", Color) = (1,1,1,0)
        _SpecColor ("Spec Color", Color) = (1,1,1,1)
        _Emission ("Emmisive Color", Color) = (0,0,0,0)
        _Shininess ("Shininess", Range (0.01, 1)) = 0.7
        _MainTex ("Base (RGB)", 2D) = "white" {}
    }
    SubShader {
        Pass {
            Material {
                Diffuse [_Color]
                Ambient [_Color]
                Shininess [_Shininess]
                Specular [_SpecColor]
                Emission [_Emission]
            }
            Lighting On
            SeparateSpecular On
            SetTexture [_MainTex] {
                Combine texture * primary DOUBLE, texture * primary
            }
        }
    }
}
ShaderLab: legacy fog
ShaderLab: legacy alpha testing