From the course: Unity: Materials and Lighting

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Making the shine ripple with a bumped specular material

Making the shine ripple with a bumped specular material - Unity Tutorial

From the course: Unity: Materials and Lighting

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Making the shine ripple with a bumped specular material

What we see in our materials is a progression of the shader. We start with the simplest to diffuse, and then add specularity, the ability to shine. Then we add in the possibility of a normal map to add an additional surface texture. The next step in that evolution is a bump specular shader. And we need it for things that not only have a normal map. But a shine as well. I'll select one of the doors and press f to focus in. These are carved wooden doors, and they've got a diffuse in the normal, and should probably have a decent amount of shine to them. With the door selected, I'll pick the Prefab over in the hierarchy and open them up to be able to get to the material. They have all one material, in this case called door c s. Which I need to rename. Right now, this came across as a bumped diffused shader. Because in Maya I had assigned a diffused and normal map. It also says that the texture is not marked as a normal. So I can click Fix Now to go fix it. It maybe worth a quick check…

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