漫射 (Diffuse)
凹凸漫射 (Bumped Diffuse)

镜面反射 (Specular)

注意:Unity 5 引入了标准着色器来取代此着色器。

Specular Properties

Specular computes the same simple (Lambertian) lighting as Diffuse, plus a viewer dependent specular highlight. This is called the Blinn-Phong lighting model. It has a specular highlight that is dependent on surface angle, light angle, and viewing angle. The highlight is actually just a realtime-suitable way to simulate blurred reflection of the light source. The level of blur for the highlight is controlled with the Shininess slider in the Inspector.

Additionally, 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. Black areas of the alpha will be zero specular reflection, while white areas will be full specular reflection. This is very useful when you want different areas of your object to reflect different levels of specularity. For example, something like rusty metal would use low specularity, while polished metal would use high specularity. Lipstick has higher specularity than skin, and skin has higher specularity than cotton clothes. A well-made Specular Map can make a huge difference in impressing the player.

性能

通常,此着色器的渲染成本属于中等。有关更多详细信息,请查看着色器性能页面

漫射 (Diffuse)
凹凸漫射 (Bumped Diffuse)