Self-Illuminated Parallax Specular
Reflective Shader Family
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.
shader-ReflectiveVertexLit
Assets needed:
One Base texture with alpha channel for defining reflective areas
One Reflection Cubemap for Reflection Map
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shader-ReflectiveDiffuse
Assets needed:
One Base texture with alpha channel for defining reflective areas
One Reflection Cubemap for Reflection Map
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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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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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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.
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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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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.
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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
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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
Self-Illuminated Parallax Specular