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.
읽는 시간 2분최근 업데이트: 한 달 전
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 with alpha channel for IlluminationNormal map
?
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
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