For example, something like rusty metal would use low specularity, while polished metal would use high specularity. This is very useful when you want different areas of your object to reflect different levels of specularity. Black areas of the alpha will be zero specular reflection, while white areas will be full specular reflection. The level of blur for the highlight is controlled with the Shininess slider in the Inspector.Īdditionally, the alpha channel of the main texture acts as a Specular Map (sometimes called “gloss map”), defining which areas of the object are more reflective than others. The highlight is actually just a realtime-suitable way to simulate blurred reflection of the light source. It has a specular highlight that is dependent on surface angle, light angle, and viewing angle. This is called the Blinn-Phong lighting model. Specular computes the same simple (Lambertian) lighting as Diffuse, plus a viewer dependent specular highlight. For this reason, it is recommended that you use gradual Height Map transitions or keep the Height slider toward the shallow end. More info See in Glossary can also cause the object to become distorted in an odd, unrealistic way. Adjusting the Height value in the Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. Specifically, very steep height transitions in the Height Map should be avoided. The Parallax mapping technique is pretty simple, so it can have artifacts and unusual effects. This is most often used in bricks/stones to better display the cracks between them. In the alpha, black is zero depth and white is full depth. The Height Map is contained in the alpha channel of the Normal map A 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. The extra depth effect is achieved through the use of a Height Map. Parallax Normal mapped is the same as regular Normal mapped, but with a better simulation of “depth”. More info See in Glossary lights will add illumination on top of what is reflected. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. Any scene A Scene contains the environments and menus of your game. The main texture’s alpha channel defines the strength of reflection on the object’s surface. More info See in Glossary which will define what exactly is reflected. The six squares form the faces of an imaginary cube that surrounds an object each face represents the view along the directions of the world axes (up, down, left, right, forward and back). It requires an environment Cubemap A collection of six square textures that can represent the reflections in an environment or the skybox drawn behind your geometry. This shader will simulate reflective surfaces such as cars, metal objects etc. Unity 5 introduced the Standard Shader which replaces this shader. One consideration for this shader is that the Base texture’s alpha channel will double as both the Reflection Map and the Specular Map. Unity 5 introduced the Standard Shader which replaces this shader A program that runs on the GPU.
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