Shaders

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== Official Shaders ==
 
== Official Shaders ==
  
*[http://forum.otee.dk/viewtopic.php?t=940&highlight=shaders Built In Shaders] - Here you can get all the shaders that are built into Unity... to work or learn from ('''Note''': must log-in to the forum to see and download the file).
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*[http://forum.unity3d.com/viewtopic.php?t=2150 Built In Shaders] - Here you can get the sourcecode for all the shaders that are built into Unity... to work or learn from ('''Note''': must log-in to the forum to see and download the file).
  
 
== User Created Shaders ==
 
== User Created Shaders ==

Revision as of 07:20, 21 June 2006

Official Shaders

  • Built In Shaders - Here you can get the sourcecode for all the shaders that are built into Unity... to work or learn from (Note: must log-in to the forum to see and download the file).

User Created Shaders

  • AlphaSelfIllum - Textures object which is unaffected by light.
  • BlendedDecal - Suitable for superimposing alpha-masked textured markings onto the same plane as another surface.
  • BlendedFlatColor - Colors a transparent object, good for HUD objects.
  • BumpSpecModulate - Bump mapped shader that modulates between original texture color and "alpha color" based on alpha of main texture.
  • LayerShader - A terrain shader for masking two tillable textures.
  • SimpleAdditive - Colors a object with a single additive color.
  • TextureAdditive - Colors a object with a additive texture.
  • TexturedFont - Use this shader in place of the built in Text Shader for multicolored fonts instead of solid colored ones.
  • UnlitAlpha - A non-backface culled, unilluminated, alpha tested shader which is suitable for sprites.
  • VegetationTwoPass - Great vegetation shader, renders opaque and then renders semitransparent.
  • VegetationVertexLit - Vertex-lit shader with no culling that is ideal for vegetation and other two sided polygon models.
  • WindowShader - Suitable for windows (the glass things in houses, not the darn Seattle company.)
  • DepthMask - Masks areas with the depth buffer to cut holes in subsequent objects.
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