Reflective Vertex-Lit
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Reflective Vertex-Lit

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.

Vertex-Lit Properties

Vertex-Lit is the simplest and least expensive shader. Any lights shining on it are rendered in a single pass, and therefore faster than any pixel-lit shader. Even lights marked as Pixel lights will be rendered as Vertex lights when using this shader. This shader calculates lighting at vertices only, so interpolated "overall lighting" is drawn over the actual pixels of the object's triangles.

Because it is vertex-lit, it won't display any pixel-based rendering effects, such as light cookies, bumpmapping, or shadows. This shader is also much more sensitive to tesselation of the models. If you put a point light very close to a cube using this shader, the light will only be calculated at the corners. Pixel-lit shaders are much more effective at creating a nice round highlight, independent of tesselation. If that's an effect you want, you may consider using a pixel-lit shader or increase tesselation of the objects instead.

Performance

Generally, this shader is not too expensive to render. For more details, please view the Shader Peformance page.