Version: 2019.4
Self-Illuminated Parallax Specular
Reflective Vertex-Lit

Reflective Shader Family

Note. Unity 5 introduced the Standard Shader which replaces these shadersA program that runs on the GPU. More info
See in Glossary
.

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
See in Glossary
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
See in Glossary
. 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.

Reflective Vertex-Lit

shader-ReflectiveVertexLit
shader-ReflectiveVertexLit

Assets 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 mapA type of Bump Map texture that allows you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry. More info
    See in Glossary
    , 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

Self-Illuminated Parallax Specular
Reflective Vertex-Lit