Version: 2021.1
Bumped Specular
Parallax Bumped Specular

Parallax Diffuse

Note. Unity 5 introduced the Standard Shader which replaces this shaderA program that runs on the GPU. More info
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.

Parallax Normal mapped Properties

Parallax Normal mapped is the same as regular Normal mapped, but with a better simulation of “depth”. The extra depth effect is achieved through the use of a Height Map. The Height Map is contained in the alpha channel of the Normal mapA type of Bump Map texture that allows you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry.
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. In the alpha, black is zero depth and white is full depth. This is most often used in bricks/stones to better display the cracks between them.

The Parallax mapping technique is pretty simple, so it can have artifacts and unusual effects. Specifically, very steep height transitions in the Height Map should be avoided. Adjusting the Height value in the 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
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can also cause the object to become distorted in an odd, unrealistic way. For this reason, it is recommended that you use gradual Height Map transitions or keep the Height slider toward the shallow end.

Diffuse Properties

Diffuse computes a simple (Lambertian) lighting model. The lighting on the surface decreases as the angle between it and the light decreases. The lighting depends only on this angle, and does not change 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
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moves or rotates around.

Performance

Generally, this shader is on the more expensive rendering side. For more details, please view the Shader Peformance page.

Bumped Specular
Parallax Bumped Specular