Version: 2018.3 (switch to 2019.1 )
Transparent Parallax Specular
Transparent Cutout Vertex-Lit
Other Versions

Transparent Cutout 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 Transparent Cutout shaders are used for objects that have fully opaque and fully transparent parts (no partial transparency). Things like chain fences, trees, grass, etc.

Transparent Cutout Vertex-Lit

shader-TransCutVertexLit
shader-TransCutVertexLit

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 with alpha channel for Transparency Map

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Transparent Cutout Diffuse

shader-TransCutDiffuse
shader-TransCutDiffuse

Assets needed:

  • One Base texture with alpha channel for Transparency Map

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Transparent Cutout Specular

shader-TransCutSpecular
shader-TransCutSpecular

Assets needed:

  • One Base texture with alpha channel for combined Transparency Map/Specular Map

Note: One limitation of this shader is that the Base texture’s alpha channel doubles as a Specular Map for the Specular shaders in this family.

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Transparent Cutout Bumped

shader-TransCutBumpedDiffuse
shader-TransCutBumpedDiffuse

Assets needed:

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

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Transparent Cutout Bumped Specular

shader-TransCutBumpedSpecular
shader-TransCutBumpedSpecular

Assets needed:

  • One Base texture with alpha channel for combined Transparency Map/Specular Map
  • One Normal map normal map, no alpha channel required

Note: One limitation of this shader is that the Base texture’s alpha channel doubles as a Specular Map for the Specular shaders in this family.

» More details

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