Reflective Shader Family overview
Reference for the reflective legacy shaders in Unity, which allow you to reflect a Cubemap on your mesh.
読み終わるまでの所要時間 2 分最終更新 1ヶ月前
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.
Reflective Vertex-Lit

shader-ReflectiveVertexLit
Assets needed:
- One Base texture with alpha channel for defining reflective areas
- One Reflection Cubemap for Reflection Map
Reflective Diffuse

shader-ReflectiveDiffuse
Assets needed:
- One Base texture with alpha channel for defining reflective areas
- One Reflection Cubemap for Reflection Map
Reflective Specular

shader-ReflectiveSpecular
Assets needed:
- One Base texture with alpha channel for defining reflective areas & Specular Map combined
- One Reflection Cubemap for Reflection Map
Reflective Normal mapped

shader-ReflectiveBumpedDiffuse
Assets needed:
- One Base texture with alpha channel for defining reflective areas
- One Reflection Cubemap for Reflection Map
- One , no alpha channel requiredNormal map
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Reflective Normal Mapped Specular

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
Reflective Parallax

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
Reflective Parallax Specular

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
Reflective Normal mapped Unlit

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
Reflective Normal mapped Vertex-Lit

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