Note. Unity 5 introduced the Standard Shader which replaces these shadersA program that runs on the GPU. More info
See in Glossary.
The information in this section is a reference for the reflective legacy shaders in Unity.
| Topic | Description |
|---|---|
| Reflective Shader Family overview | Reference for the reflective legacy shaders in Unity, which allow you to reflect 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 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. |
| Reflective Vertex-Lit | Reference for the legacy Reflective Vertex-Lit shader, which calculates lighting per-vertex. |
| Reflective Diffuse | Reference for the legacy Reflective Diffuse shader, which provides basic matte lighting. |
| Reflective Specular | Reference for the legacy Reflective Specular shader, which adds a specular highlight and uses the alpha channel for both reflection and specular maps. |
| Reflective Bumped Diffuse | Reference for the legacy Reflective Bumped Diffuse shader, which adds surface detail using a normal mapA type of Bump Map texture that allows you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry. See in Glossary. |
| Reflective Bumped Specular | Reference for the legacy Reflective Bumped Specular shader, which combines a normal map with a specular highlight and uses the alpha channel for both reflection and specular maps. |
| Reflective Parallax Diffuse | Reference for the legacy Reflective Parallax Diffuse shader, which adds depth to the surface using a parallax map. |
| Reflective Parallax Specular | Reference for the legacy Reflective Parallax Specular shader, which combines a parallax map with a specular highlight and uses the alpha channel for both reflection and specular maps. |
| Reflective Normal Mapped Unlit | Reference for the legacy Reflective Normal Mapped Unlit shader, which distorts the reflection with a normal map without responding to lights. |
| Reflective Normal mapped Vertex-lit | Reference for the legacy Reflective Normal mapped Vertex-lit shader, which calculates lighting per-vertex while distorting the reflection with a normal map. |