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.
Assets needed:
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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.
Assets needed:
Assets needed:
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.
Assets needed:
Assets needed:
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.
Assets needed:
Assets needed: