Reflective Diffuse
Reference Manual > Built-in Shader Guide > Reflective Shader Family > Reflective Diffuse

Reflective Diffuse

Reflective Properties

This shader will simulate reflective surfaces such as cars, metal objects etc. It requires an environment Cubemap which will define what exactly is reflected. The main texture's alpha channel defines the strength of reflection on the object's surface. Any scene lights will add illumination on top of what is reflected.

Diffuse Properties

This shader is a Pixel-Lit shader, which is more expensive than Vertex-Lit. Pixel lighting is expensive mostly because each object has to be drawn multiple times for each pixel light that shines on it. Vertex lights don't affect the shader in this way. Pixel lights support cookies, bumpmapping, and shadows while vertex lights do not. Pixel lights are also much less sensitive to tesselation of the models - if you have a cube using this shader, you can put point light very close to its surface and it will have nice round highlight. This effect cannot be achieved with Vertex lighting.

Diffuse computes a simple (Lambertian) lighting model. The lighting on the surface decreases as the angle between it and the light decreases. The lighting depends only on the this angle, and does not change as the camera moves or rotates around.


Generally, this shader is cheap to render. For more details, please view the Shader Peformance page.