• There are lots of shaders in unity
  • There lots of different options
    • Albedo is the main color you want to set
    • If you’re using a texture file, the Albedo will be replaced
  • Just DRAG AND DROP THE MATERIAL to the object you want to have that material. Then it will replace the current default material.

Textures

  • https://polyhaven.com/
  • PBR Texturing
    • the process of creating digital two-dimensional images which store surface and color information which will be projected onto a 3D object
  • PBR map (texture map)
    • Used in Physically-Based Rendering to define surface properties and simulate the interaction of light with materials, ultimately impacting the final visual result
    • Different ways of how a material is “shown” in real world
      • The diffuse file: The map we’re loading to be the texture image file applied to the actual objects
      • The normal map: Tells the engine where things should look bumpy!
        • This requires the texture type to be Normal Map (make sure of this in the Inspector)
      • The roughness map: How much things are reflected in different areas
        • “Metallic”
  • You can click the tiny circle to choose the diffuse file for the Albedo
    • Tiling: You can adjust how much the texture can repeat itself

Three main ways to create materials

  • Any time you create a 3D object using Unity’s built in types, it automatically assigns a default materials that is NOT EDITABLE.

  • To create an editable material, you should create material or import 3d models.

  • Bump map

    • texture with info on how light catches a shape
    • Height map
      • In the bump map
      • uses white to black scale to show height
    • Normal map
      • In the bump map
      • uses RGB values to indicate x,y,z facing direction