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.
The Transparent shaders are used for fully- or semi-transparent objects. Using the alpha channel of the Base texture, you can determine areas of the object which can be more or less transparent than others. This can create a great effect for glass, HUD interfaces, or sci-fi effects.
One Base texture with alpha channel for Transparency Map
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 map, no alpha channel required