Legacy Documentation: Version 2018.2 (Go to current version)
Transparent Cutout Bumped Specular
Self-Illuminated Vertex-Lit
Other Versions

Self-Illuminated Shader Family

Note. Unity 5 introduced the Standard ShaderA built-in shader for rendering real-world objects such as stone, wood, glass, plastic and metal. Supports a wide range of shader types and combinations. More info
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which replaces these shadersA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
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.

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 pixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
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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
shader-SelfIllumVertexLit

AssetsAny media or data that can be used in your game or Project. An asset may come from a file created outside of Unity, such as a 3D model, an audio file or an image. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. More info
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needed:

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

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Self-Illuminated Diffuse

shader-SelfIllumDiffuse
shader-SelfIllumDiffuse

Assets needed:

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

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Self-Illuminated Specular

shader-SelfIllumSpecular
shader-SelfIllumSpecular

Assets needed:

  • One Base texture with alpha channel for Specular Map
  • One Illumination texture with alpha channel for Illumination Map

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Self-Illuminated Bumped

shader-SelfIllumBumpedDiffuse
shader-SelfIllumBumpedDiffuse

Assets needed:

  • One Base texture, no alpha channel required
  • One Normal map normal map with alpha channel for Illumination

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Self-Illuminated Bumped Specular

shader-SelfIllumBumpedSpecular
shader-SelfIllumBumpedSpecular

Assets needed:

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

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Self-Illuminated Parallax

shader-SelfIllumParallaxDiffuse
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

Note: One consideration of this shader is that the Bumpmap texture’s alpha channel doubles as a Illumination and the Parallax Depth.

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Self-Illuminated Parallax Specular

shader-SelfIllumParallaxSpecular
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

Note: One consideration of this shader is that the Bumpmap texture’s alpha channel doubles as a Illumination and the Parallax Depth.

» More details

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