An alpha value of 0.0 would result in the object having complete transparency. Up until this chapter, we've always kept this 4th component at a value of 1.0 giving the object 0.0 transparency. The alpha color value is the 4th component of a color vector that you've probably seen quite often now. The amount of transparency of an object is defined by its color's alpha value.
Transparent objects can be completely transparent (letting all colors through) or partially transparent (letting colors through, but also some of its own colors). Transparency thus allows us to see through objects. This is also where the name blending comes from, since we blend several pixel colors (from different objects) to a single color. A colored glass window is a transparent object the glass has a color of its own, but the resulting color contains the colors of all the objects behind the glass as well. Transparency is all about objects (or parts of them) not having a solid color, but having a combination of colors from the object itself and any other object behind it with varying intensity.
When true, if you use the Progressive Lightmapper, back faces bounce light using the same emission and albedo as front faces.Blending in OpenGL is commonly known as the technique to implement transparency within objects. More info See in Glossary accounts for both sides of the geometry when it calculates Global Illumination. Specifies whether the lightmapper A tool in Unity that bakes lightmaps according to the arrangement of lights and geometry in your scene. Unity has two global illumination systems that combine direct and indirect lighting.: Baked Global Illumination, and Realtime Global Illumination. For more information on Render Queue, see SL-SubShaderTags.ĭouble Sided Global Illumination A group of techniques that model both direct and indirect lighting to provide realistic lighting results. A GameObject’s functionality is defined by the Components attached to it. For information on how to create a Cubemap Asset from your input Textures, see Cubemap Asset.ĭetermines the order in which Unity draws GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. The Cubemap Asset this Material uses to represent the sky. This changes the orientation of your skybox and is useful if you want a specific section of the skybox to be behind a particular part of your Scene. The rotation of the skybox around the positive y-axis. Smaller values produce a less exposed, seemingly darker, skybox. Larger values produce a more exposed, seemingly brighter, skybox. This allows you to correct tonal values in the skybox Textures. Unity adds this color to the Textures to change their appearance without altering the base Texture files.Īdjusts the skybox’s exposure. More info See in Glossary, see Using skyboxes. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. More info See in Glossary consists of six square Textures and represents the entire view of the sky from every direction.įor information on how to create a Material that uses this skybox Shader, as well as details on how to render the skybox in your Scene A Scene contains the environments and menus of your game. The six squares form the faces of an imaginary cube that surrounds an object each face represents the view along the directions of the world axes (up, down, left, right, forward and back). This Cubemap A collection of six square textures that can represent the reflections in an environment or the skybox drawn behind your geometry. More info See in Glossary generates a skybox from a single Cubemap Asset. More info See in Glossary Shader A program that runs on the GPU.
This skybox A special type of Material used to represent skies.