The material and lighting parameters are used to control the built-in vertex lighting. Vertex lighting is the standard Direct3D/OpenGL lighting model that is computed for each vertex. Lighting on turns it on. Lighting is affected by Material block, ColorMaterial and SeparateSpecular commands.
Per-pixel lights are usually implemented with custom vertex/fragment programs and don't use vertex lighting. For these you don't use any of the commands described here, instead you define your own vertex and fragment programs where you do all lighting, texturing and anything else yourself.
Vertex Coloring & Lighting is the first effect to gets calculated for any rendered geometry. It operates on the vertex level, and calculates the base color that is used before textures are applied.
The top level commands control whether to use fixed function lighting or not, and some configuration options. The main setup is in the Material Block, detailed further below.
This contains settings for how the material reacts to the light. Any of these properties can be left out, in which case they default to black (i.e. have no effect).
The full color of lights hitting the object is:
Ambient * RenderSettings ambient setting + (Light Color * Diffuse + Light Color * Specular) + Emission
The light parts of the equation (within parenthesis) is repeated for all lights that hit the object.
Typically you want to keep the Diffuse and Ambient colors the same (all built-in Unity shaders do this).
Always render object in pure red:
Shader "Solid Red" { SubShader { Pass { Color (1,0,0,0) } } }
Basic Shader that colors the object white and applies vertex lighting:
Shader "VertexLit White" { SubShader { Pass { Material { Diffuse (1,1,1,1) Ambient (1,1,1,1) } Lighting On } } }
An extended version that adds material color as a property visible in Material Inspector:
Shader "VertexLit Simple" { Properties { _Color ("Main Color", COLOR) = (1,1,1,1) } SubShader { Pass { Material { Diffuse [_Color] Ambient [_Color] } Lighting On } } }
And finally, a full fledged vertex-lit shader (see also SetTexture reference page):
Shader "VertexLit" { Properties { _Color ("Main Color", Color) = (1,1,1,0) _SpecColor ("Spec Color", Color) = (1,1,1,1) _Emission ("Emmisive Color", Color) = (0,0,0,0) _Shininess ("Shininess", Range (0.01, 1)) = 0.7 _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Pass { Material { Diffuse [_Color] Ambient [_Color] Shininess [_Shininess] Specular [_SpecColor] Emission [_Emission] } Lighting On SeparateSpecular On SetTexture [_MainTex] { Combine texture * primary DOUBLE, texture * primary } } } }
Page last updated: 2013-09-12