Self-Illuminated Parallax Specular
Reflective Shader Family
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
Note. Unity 5 introduced the Standard Shader which replaces these shaders.
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 reflectivity is a great effect for glosses, oils, chrome, etc. Low reflectivity can add effect for metals, liquid surfaces, or video monitors.
shader-ReflectiveVertexLit
Assets needed:
One Base texture with alpha channel for defining reflective areas
One Reflection Cubemap for Reflection Map
» More details
shader-ReflectiveDiffuse
Assets needed:
One Base texture with alpha channel for defining reflective areas
One Reflection Cubemap for Reflection Map
» More details
shader-ReflectiveSpecular
Assets needed:
One Base texture with alpha channel for defining reflective areas & Specular Map combined
One Reflection Cubemap for Reflection Map
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.
» More details
shader-ReflectiveBumpedDiffuse
Assets needed:
One Base texture with alpha channel for defining reflective areas
One Reflection Cubemap for Reflection Map
One Normal map , no alpha channel required
» More details
shader-ReflectiveBumpedSpecular
Assets needed:
One Base texture with alpha channel for defining reflective areas & Specular Map combined
One Reflection Cubemap for Reflection Map
One Normal map normal map, no alpha channel required
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.
» More details
shader-ReflectiveParallaxDiffuse
Assets needed:
One Base texture with alpha channel for defining reflective areas
One Reflection Cubemap for Reflection Map
One Normal map normal map, with alpha channel for Parallax Depth
» More details
shader-ReflectiveParallaxSpecular
Assets needed:
One Base texture with alpha channel for defining reflective areas & Specular Map
One Reflection Cubemap for Reflection Map
One Normal map normal map, with alpha channel for Parallax Depth
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.
» More details
shader-ReflectiveBumpedUnlit
Assets needed:
One Base texture with alpha channel for defining reflective areas
One Reflection Cubemap for Reflection Map
One Normal map normal map, no alpha channel required
» More details
shader-ReflectiveBumpedVertexLit
Assets needed:
One Base texture with alpha channel for defining reflective areas
One Reflection Cubemap for Reflection Map
One Normal map normal map, no alpha channel required
» More details
Self-Illuminated Parallax Specular