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Reflective Shader Family
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Reference Manual > Built-in Shader Guide > Reflective Shader Family

Reflective Shader Family

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 relectivity is a great effect for glosses, oils, chrome, etc. Low reflectivity can add effect for metals, liquid surfaces, or video monitors.

Reflective Vertex-Lit

Assets needed:

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

» More details

Reflective Diffuse

Assets needed:

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

» More details

Reflective Specular

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.

» More details

Reflective Normal mapped

Assets needed:

  • One Base texture with alpha channel for defining reflective areas
  • One Reflection Cubemap for Reflection Map
  • One Normal map normal map, no alpha channel required

» More details

Reflective Normal Mapped Specular

Assets needed:

  • One Base texture with alpha channel for defining reflective areas & Specular Map combined
  • One Reflection Cubemap for Reflection Map
  • One Normal map 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

Assets needed:

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

» More details

Reflective Parallax Specular

Assets needed:

  • One Base texture with alpha channel for defining reflective areas & Specular Map
  • One Reflection Cubemap for Reflection Map
  • One Normal map 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

Assets needed:

  • One Base texture with alpha channel for defining reflective areas
  • One Reflection Cubemap for Reflection Map
  • One Normal map normal map, no alpha channel required

» More details

Reflective Normal mapped Vertex-Lit

Assets needed:

  • One Base texture with alpha channel for defining reflective areas
  • One Reflection Cubemap for Reflection Map
  • One Normal map normal map, no alpha channel required

» More details

Page last updated: 2010-07-13


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