Materials
Unity Standard Shading — Study Notes
Unity's Standard Shader is a physically based shading system (PBR — Physically Based Rendering) designed to make materials react to light in a realistic and consistent way.
1. Albedo
What is it?
Albedo = the base color of the surface.
It describes the color of the material before lighting is applied.
Albedo Texture
An albedo texture contains the base colors of different parts of an object.
2. Specular
What is it?
Specular = direct reflection of light from a surface.
When light hits a surface, some of that light can reflect toward your camera.
That produces the bright highlight you see on objects.
Specular vs Smoothness
These are related but different.
Specular
How much light is reflected.
Smoothness
How concentrated/sharp that reflection is.
3. Normal Map
This one is extremely important in game development.
What is a Normal Map?
A normal map makes a surface appear to have small bumps and details without actually changing the mesh's geometry.
4. Height Map
A Height Map describes how high or low different areas of a surface should appear.
It's usually represented using grayscale:
White = higher
Gray = middle
Black = lowerHeight vs Normal Map
This is an important distinction.
Normal Map
Changes the perceived direction of the surface.
Height Map
Describes the actual height/depth of surface details.
Height Map = information about surface depth/height.
5. Occlusion
Occlusion describes how much ambient/environmental light can reach different parts of a surface.
In Unity's material system, an Occlusion Map is generally a grayscale texture.
Quick Reference Sheet
Property | Main Purpose | Think... |
|---|---|---|
Albedo | Base surface color | "What color am I?" |
Specular | Direct light reflection | "How much light do I reflect?" |
Smoothness | Sharpness of reflection | "How polished am I?" |
Normal Map | Fake small surface details | "Which way does this tiny surface face?" |
Height Map | Surface depth/height information | "How raised/recessed is this?" |
Occlusion | Reduces ambient/environmental light | "How blocked from ambient light am I?" |
Metallic | Metal vs non-metal behavior | "Am I metal?" |
Opaque | Fully solid | "You can't see through me." |
Cutout | Binary transparency | "Visible or invisible." |
Fade | Gradual fading | "I can fade away." |
Transparent | See-through material | "You can see through me." |