Reflective Shader Family

Reflective shaders will allow you to use a Cubemap which will be reflected on your mesh. You can also define areas of more or less reflectivity on your object through the alpha channel of the Base texture. High relectivity is a great effect for glosses, oils, chrome, etc. Low reflectivity can add effect for metals, liquid surfaces, or video monitors.

Reflective Vertex-Lit

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Reflective Diffuse

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Reflective Specular

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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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Reflective Normal mapped

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Reflective Normal Mapped Specular

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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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Reflective Parallax

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Reflective Parallax Specular

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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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Reflective Normal mapped Unlit

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Reflective Normal mapped Vertex-Lit

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Page last updated: 2010-07-13