Legacy Documentation: Version 5.0
Reflective Vertex-Lit
Reflective Specular

Reflective Diffuse

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Note. Unity 5 introduced the Standard Shader which replaces this shader.

Reflective Properties

Note. Unity 5 introduced the Standard Shader which replaces this shader.

This shader will simulate reflective surfaces such as cars, metal objects etc. It requires an environment Cubemap which will define what exactly is reflected. The main texture’s alpha channel defines the strength of reflection on the object’s surface. Any scene lights will add illumination on top of what is reflected.

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 camera moves or rotates around.

Performance

Generally, this shader is cheap to render. For more details, please view the Shader Peformance page.

Reflective Vertex-Lit
Reflective Specular