![]() ![]() A well-made Specular Map can make a huge difference in impressing the player. Lipstick has higher specularity than skin, and skin has higher specularity than cotton clothes. 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. More info See in Glossary.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 level of blur for the highlight is controlled with the Shininess slider 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. 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. ![]() Unity 5 introduced the Standard Shader which replaces this shader A program that runs on the GPU. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |