How to use Material & Standard Shader in Unity
Notes:
How to create any Real world surface using Material & Standard Shader in Unity:
Standard shader is a generic shader, which provides list of material properties for creating any real world surface.
Standard shader properties:
Rendering Mode:
Allows us to set the level of transparency
Opaque:
Opaque value fills the transparent areas with solid color pixels
We use opaque value when there is no transparent areas on an object
Ex: Wall made with rocks, Door made with wood, objects made with steel etc
Cutout:
Cutout value cuts out transparent areas with hard edges
We use cutout value when there is either complete transparent or complete opaque areas with hard edges
Ex: broken glass, torn cloth or torn paper, building gates, widows, animal cage etc
Fade:
Fade value cuts out transparent areas with soft edges
We us fade value when there is a blend of opaque and transparent areas with soft edges
Ex: projector effect, glow effect, faded shadow effect etc
Transparent:
Transparent value fills transparent areas with semi transparent pixels
We use transparent value when there is semi transparent areas on an object
Ex: an object made with plastic or glassy areas etc.
Albedo:
Albedo property is used to assign base texture, which wraps around the model.
Color Tint:
Color tint is used to tint the texture with specific color
Note: alpha used to control the transparency of solid color pixels
Metallic:
Metallic property is used to control how metallic or non-metallic the surface is.
Smoothness
Smoothness property is used to control how smooth or rough the surface is.
Normal map:
Normal map property is used to assign bump texture (bluish image).
Normal map is used to add surface details like bumps, grooves, scratches etc.
Duplicate window texture and name it window_nm
Select window_nm texture
- Change Texture Type to Normal map
- Check " Create from grayscale" Checkbox
- Apply
Note: Adjust Bumpiness property of the texture to control the bumpiness
Select Plane_Material -
- Drag and drop window_nm texture to Normal map property
Height map:
Height map is a gray scale image which stores information about elevation of surface areas.
Height map is used to add large bumps. White pixels indicates maximum elevation height and black pixels indicates zero elevation height.
Drag heightmap texture to assets folder
- Select heightmap texture
- Change Alpha Source to "From Grayscale" value
- Apply
Select Plane_Material -
- Drag and drop hightmap texture to Hight map property
- Adjust the slider value
Occlusion Map:
Occlusion map is used to control which areas of model should receive light.
Drag occlusionmap texture to assets folder
- Select occlusionmap texture
- Change Alpha Source to "From Grayscale" value
- Apply
Select Plane_Material:
- Drag and drop occlusionmap texture to Occlusion property
- Adjust Occlusion slider value
Detail Mask:
It is used to mask off certain areas of secondary detail texture.
Drag detailmask texture to assets folder
- Select detailmask texture
- Change Alpha Source to "From Grayscale" value
- Apply
Select Plane_Material:
- Drag and drop detailmask texture to Detail mask property
Secondary Maps (Detail Texture) :
Detail Albedo x2:
It is used to overlay details (detail texture map) on the base texture map.
Normal:
It is used to assign detail normal map, which adds bumpiness to the detail texture map.
Ex: Adding noise, adding skin details etc.
Drag noise_detail texture to assets folder
- Select noise_detail texture
- Check "Alpha Is Transparency" checkbox
- Apply
Select Plane_Material:
- Drag and drop noise_detail texture to Detail Albedo x2 property
Duplicate noise_detail texture and name it noise_detail_nm
Select noise_detail_nm texture:
- Change Texture Type to Normal map
- Check "Create from grayscale" Checkbox
- Apply
Note: Adjust Bumpiness property of the texture to control the bumpiness
Select Plane_Material:
- Drag and drop noise_detail_nm texture to Normal map property
Emission:
Emission property is used to create self illuminated objects.
Ex: radium, gems, stars, monster eyes, heads up displays etc.
Base texture / Secondary texture:
Tiling:
Tiling is used to control number of tiles on X and Y axis
Offset:
Offset is used to offset / move texture in X and Y axis