Version: 2020.1
Diffuse Detail
Transparent Vertex-Lit

Transparent 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
.

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.

Transparent Vertex-Lit

shader-TransVertexLit
shader-TransVertexLit

Assets needed:

  • One Base texture with alpha channel for Transparency Map

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Transparent Diffuse

shader-TransDiffuse
shader-TransDiffuse

Assets needed:

  • One Base texture with alpha channel for Transparency Map

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Transparent Specular

shader-TransSpecular
shader-TransSpecular

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 Normal mapped

shader-TransBumpedDiffuse
shader-TransBumpedDiffuse

Assets needed:

  • 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

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Transparent Normal mapped Specular

shader-TransBumpedSpecular
shader-TransBumpedSpecular

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

Transparent Parallax

shader-TransParallaxDiffuse
shader-TransParallaxDiffuse

Assets needed:

  • One Base texture with alpha channel for Transparency Map
  • One Normal map normal map with alpha channel for Parallax Depth

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Transparent Parallax Specular

shader-TransParallaxSpecular
shader-TransParallaxSpecular

Assets needed:

  • One Base texture with alpha channel for combined Transparency Map/Specular Map
  • One Normal map normal map with alpha channel for Parallax Depth

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

Diffuse Detail
Transparent Vertex-Lit
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