Version: 2018.2 (switch to 2018.3b or 2017.4)
Self-Illuminated Parallax Specular
Reflective Vertex-Lit
Other Versions

Reflective Shader Family

Note. Unity 5 introduced the Standard ShaderA built-in shader for rendering real-world objects such as stone, wood, glass, plastic and metal. Supports a wide range of shader types and combinations. More info
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which replaces these shadersA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
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.

Reflective shaders will allow you to use 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
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which will be reflected 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
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. 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(Ericsson Texture Compression) A block-based texture format that compresses textures to significantly reduce file sizes without causing a noticable reduction in image quality. More info
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. Low reflectivity can add effect for metals, liquid surfaces, or video monitors.

Reflective Vertex-Lit

shader-ReflectiveVertexLit
shader-ReflectiveVertexLit

AssetsAny media or data that can be used in your game or project. An asset may come from a file created outside of Unity, such as a 3D model, an audio file or an image. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. More info
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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

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Self-Illuminated Parallax Specular
Reflective Vertex-Lit