Contents: Unity Shader - knowledge catalog (first placeholder, follow continuously updated)
Original: Standard Shader
Version: 2019.1
Standard Shader
Standard shader
Unity of Standard Shader is a built-in shader , the shader combines many of the features. It can be used to render the "real world" objects, such as: stone, wood, glass, plastic and metal, and support numerous combinations of shader types. Many features of the switch can be provided by the texture of the Inspector Material used or not.
Standard Shader also includes advanced features illumination model, called: Physically Based Shading (based on physical coloring, as far as we are familiar with PBS, PBR, PBR in R: Rendering). PBS imitate realized: real interaction between materials and light simulation. PBS only recently realized the real-time image rendering this possible (because of this previous hardware, and that no technical conditions). In the light of the material at the same time demonstrated real intuitive, using the most appropriate PBS.
The idea behind the PBS is to build user-friendly solutions under a different light. How the model to achieve the real effect of light effects without the need for additional specialized processing model. To this end, it follows physical principles, including conservation of energy (amount of light reflected from the object means never exceeds the amount of light they receive), Fresnel reflection (all reflective surfaces at grazing angles are greater), and how the face of the shield itself (referred to as geometric terms) and the like.
Standard shader design considerations hard surface (also referred to as "building blocks") can be handled most real-world materials, such as stone, glass, ceramics, brass, rubber, or silver. It can even deal well with skin, hair and cloth and other non-hard materials.
Standard Shader shaders, a shader numerous types (e.g., diffuse, specular, the uneven high light reflection) are combined into a shader, for all types of materials. The advantage of this is that all areas of the scene are calculated using the same illumination, which provides a realistic, stable and reliable distribution of light and shadow shaders for all models.
Terminology
the term
There are some on PBS in Unity related useful terms. include:
- Conservation Energy (energy conservation) - based on the basic concepts of the physical ensure that the amount of reflected light between the object will never exceed the amount received. Material specular highlights higher, it should be less diffuse; the smooth surface, the stronger the smaller the high light portion.
Rendering the illumination light amount of each point on the surface of the received environment light with appearance. Micro-roughened surface of the light will be affected by a larger plane area (because it involves a variety of different angles of micro plane). The resulting smooth surface and strong and small, high light area. A point light source is reflected to the camera. Point B receives ambient light from the blue sky. Point C from the surrounding ground color of reflected ambient light acquisition.
- High Dynamic Range (HDR:?? High dynamic range to what extent is actually a reference light wave offset range) - specifies the color range beyond the processing of 0.0 to 1.0. For example, the brightness of the sun is 10 times the brightness of the sky +. To learn more about, consult the manual HDR .
Use the HDR scene. Sunlight reflected in the window showing the brightness is much brighter than other objects in the scene, because of the use HDR processing