Reflective Shader Family
Reflective shaders will allow you to use a Cubemap which will be reflected on your mesh. You can also define areas of more or less reflectivity on your object through the alpha channel of the Base texture. High relectivity is a great effect for glosses, oils, chrome, etc. Low reflectivity can add effect for metals, liquid surfaces, or video monitors.
Reflective Vertex-Lit
Assets needed:
- One Base texture with alpha channel for defining reflective areas
- One Reflection Cubemap for Reflection Map
Reflective Diffuse
Assets needed:
- One Base texture with alpha channel for defining reflective areas
- One Reflection Cubemap for Reflection Map
Reflective Specular
Assets needed:
- One Base texture with alpha channel for defining reflective areas & Specular Map combined
- One Reflection Cubemap for Reflection Map
Note: One consideration for this shader is that the Base texture's alpha channel will double as both the reflective areas and the Specular Map.
Reflective Normal mapped
Assets needed:
- One Base texture with alpha channel for defining reflective areas
- One Reflection Cubemap for Reflection Map
- One Normal map normal map, no alpha channel required
Reflective Normal Mapped Specular
Assets needed:
- One Base texture with alpha channel for defining reflective areas & Specular Map combined
- One Reflection Cubemap for Reflection Map
- One Normal map normal map, no alpha channel required
Note: One consideration for this shader is that the Base texture's alpha channel will double as both the reflective areas and the Specular Map.
Reflective Parallax
Assets needed:
- One Base texture with alpha channel for defining reflective areas
- One Reflection Cubemap for Reflection Map
- One Normal map normal map, with alpha channel for Parallax Depth
Reflective Parallax Specular
Assets needed:
- One Base texture with alpha channel for defining reflective areas & Specular Map
- One Reflection Cubemap for Reflection Map
- One Normal map normal map, with alpha channel for Parallax Depth
Note: One consideration for this shader is that the Base texture's alpha channel will double as both the reflective areas and the Specular Map.
Reflective Normal mapped Unlit
Assets needed:
- One Base texture with alpha channel for defining reflective areas
- One Reflection Cubemap for Reflection Map
- One Normal map normal map, no alpha channel required
Reflective Normal mapped Vertex-Lit
Assets needed:
- One Base texture with alpha channel for defining reflective areas
- One Reflection Cubemap for Reflection Map
- One Normal map normal map, no alpha channel required