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Unity Engine


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Script Reference

Unity Engine


Self-Illuminated Shader Family overview

Reference for the self-illuminated legacy shaders in Unity, which emit light onto themselves based on an attached alpha channel.
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Note. Unity 5 introduced the Standard Shader which replaces these shaders.
The Self-Illuminated shaders will emit light only onto themselves based on an attached alpha channel. They do not require any Lights to shine on them to emit this light. Any vertex lights or pixel lights will simply add more light on top of the self-illumination.
This is mostly used for light emitting objects. For example, parts of the wall texture could be self-illuminated to simulate lights or displays. It can also be useful to light power-up objects that should always have consistent lighting throughout the game, regardless of the lights shining on it.

Self-Illuminated Vertex-Lit

shader-SelfIllumVertexLit

Assets needed:
  • One Base texture, no alpha channel required
  • One Illumination texture with alpha channel for Illumination Map

Self-Illuminated Diffuse

shader-SelfIllumDiffuse

Assets needed:
  • One Base texture, no alpha channel required
  • One Illumination texture with alpha channel for Illumination Map

Self-Illuminated Specular

shader-SelfIllumSpecular

Assets needed:
  • One Base texture with alpha channel for Specular Map
  • One Illumination texture with alpha channel for Illumination Map

Self-Illuminated Bumped

shader-SelfIllumBumpedDiffuse

Assets needed:
  • One Base texture, no alpha channel required
  • One
    Normal map

    ?

    normal map with alpha channel for Illumination

Self-Illuminated Bumped Specular

shader-SelfIllumBumpedSpecular

Assets needed:
  • One Base texture with alpha channel for Specular Map
  • One Normal map normal map with alpha channel for Illumination Map

Self-Illuminated Parallax

shader-SelfIllumParallaxDiffuse

Assets needed:
  • One Base texture, no alpha channel required
  • One Normal map normal map with alpha channel for Illumination Map & Parallax Depth combined
참고
One consideration of this shader is that the Bumpmap texture's alpha channel doubles as a Illumination and the Parallax Depth.

Self-Illuminated Parallax Specular

shader-SelfIllumParallaxSpecular

Assets needed:
  • One Base texture with alpha channel for Specular Map
  • One Normal map normal map with alpha channel for Illumination Map & Parallax Depth combined
참고
One consideration of this shader is that the Bumpmap texture's alpha channel doubles as a Illumination and the Parallax Depth.