注意: Unity 5 ではこのシェーダーは スタンダードシェーダー へと置き換えられました。
このシェーダーの考慮点はベースのテクスチャのアルファチャネルが Reflection Map (反射マップ)と鏡面マップで 2 倍となることです。
注意: Unity 5 ではこのシェーダーは スタンダードシェーダー へと置き換わりました。
このシェーダーは車や、金属の物体などの反射表面をシミュレートします。具体的に何が反射するのかを定義する、Environment Cubemap (環境キューブマップ)が必要です。メインのテクスチャのアルファチャネルはオブジェクトの表面での反射の強度を定義します。シーンにおけるライトはすでに反射されているものの上に追加で照らされます。
<!– include shader-SpecularSubsetImport –>
一般的にこのシェーダーのレンダリングコストはやや高いです。詳細については Unity シェーダーのパフォーマンス を参照してください。
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