Note. Unity 5 introduced the Standard Shader which replaces these shadersA program that runs on the GPU. 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.
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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:
ReflectiveFamily