Usage and Performance of Built-in Shaders
Vertex-Lit

Normal 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
See in Glossary
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
See in Glossary
.

These shaders are the basic shaders in Unity. They are not specialized in any way and should be suitable for most opaque objects. They are not suitable if you want your object to be transparent, emitting light etc.

Vertex Lit

shader-NormalVertexLit
shader-NormalVertexLit

Assets needed:

  • One Base texture, no alpha channel required

Diffuse

shader-NormalDiffuse
shader-NormalDiffuse

Assets needed:

  • One Base texture, no alpha channel required

Specular

shader-NormalSpecular
shader-NormalSpecular

Assets needed:

  • One Base texture with alpha channel for Specular Map

Normal mapped

shader-NormalBumpedDiffuse
shader-NormalBumpedDiffuse

Assets needed:

  • One Base texture, no alpha channel required
  • One Normal mapA type of Bump Map texture that allows you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry. More info
    See in Glossary

Normal mapped Specular

shader-NormalBumpedSpecular
shader-NormalBumpedSpecular

Assets needed:

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

Parallax

shader-NormalParallaxDiffuse
shader-NormalParallaxDiffuse

Assets needed:

  • One Base texture, no alpha channel required
  • One Normal map
  • One Height texture with Parallax Depth in the alpha channel

Parallax Specular

shader-NormalParallaxSpecular
shader-NormalParallaxSpecular

Assets needed:

  • One Base texture with alpha channel for Specular Map
  • One Normal map
  • One Height texture with Parallax Depth in the alpha channel

Decal

shader-NormalDecal
shader-NormalDecal

Assets needed:

  • One Base texture, no alpha channel required
  • One Decal texture with alpha channel for Decal transparency

Diffuse Detail

shader-NormalDiffuseDetail
shader-NormalDiffuseDetail

Assets needed:

  • One Base texture, no alpha channel required
  • One Detail grayscale texture; with 50% gray being neutral color
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