Legacy Documentation: Version 5.3
Self-Illuminated Parallax Specular
Reflective Vertex-Lit

Reflective Shader Family

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.

Reflective Vertex-Lit

shader-ReflectiveVertexLit
shader-ReflectiveVertexLit

Assets needed:

  • One Base texture with alpha channel for defining reflective areas
  • One Reflection Cubemap for Reflection Map

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Reflective Diffuse

shader-ReflectiveDiffuse
shader-ReflectiveDiffuse

Assets needed:

  • One Base texture with alpha channel for defining reflective areas
  • One Reflection Cubemap for Reflection Map

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Reflective Specular

shader-ReflectiveSpecular
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.

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Reflective Normal mapped

shader-ReflectiveBumpedDiffuse
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

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Reflective Normal Mapped Specular

shader-ReflectiveBumpedSpecular
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, 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

Reflective Parallax

shader-ReflectiveParallaxDiffuse
shader-ReflectiveParallaxDiffuse

Assets needed:

  • One Base texture with alpha channel for defining reflective areas
  • One Reflection Cubemap for Reflection Map
  • One Normal map, with alpha channel for Parallax Depth

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Reflective Parallax Specular

shader-ReflectiveParallaxSpecular
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, 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

Reflective Normal mapped Unlit

shader-ReflectiveBumpedUnlit
shader-ReflectiveBumpedUnlit

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

Reflective Normal mapped Vertex-Lit

shader-ReflectiveBumpedVertexLit
shader-ReflectiveBumpedVertexLit

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

Self-Illuminated Parallax Specular
Reflective Vertex-Lit