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  • Materials in Unity are the assets that control

  • the visual appearance of game objects.

  • Applied to a renderer component,

  • the material is essentially an asset

  • that brings together a shader, a script

  • that controls the appearance of a rendered surface

  • and it's required properties, such as

  • colours and textures.

  • Materials can be made by using the

  • Create button on the project panel.

  • And once you've created this asset

  • it can be assigned to a renderer component

  • and a shader can be chosen from the drop down list.

  • Materials can also be generated from

  • models brought in from 3D packages

  • but we will discuss this later.

  • As a basic example

  • if we have a primitive cube in Unity

  • and an example material ready to use on it

  • we can assign this to the mesh renderer.

  • The mesh renderer is the component used

  • to render any 3D mesh.

  • We'll assign this to the materials slot.

  • By default a primitive mesh has

  • Unity's default-diffuse material assigned to it.

  • We will replace this with our example material.

  • Whilst I have assigned this material

  • by dragging it directly to the material's property

  • I could also assign it by dragging it to the model

  • or dropping it in to the scene.

  • And you can see that Unity previews what that

  • material would look like on the mesh

  • that we're dropping on to.

  • Once assigned we see settings for this material

  • below other components in the inspector.

  • It's important to know that this part of the inspector's

  • settings are simply a shortcut to editing

  • the material asset.

  • This is important because when changing the

  • properties of a material on the object

  • you are actually changing the material asset itself.

  • For example if I make this material red.

  • The asset has been made red.

  • So for example

  • if I have a sphere

  • and assign the same material

  • it too will be red.

  • And when adjusting that material on

  • either of those two objects

  • we're simply adjusting the asset so any object

  • using that material will be changed too.

  • When introducing 3D assets from

  • a modelling application Unity will create

  • the materials in a materials subfolder

  • in the location of the asset

  • as well as assigning textures for you.

  • For example this blast door asset has been

  • brought in to Unity and we have saved

  • it's textures in to folder called Textures

  • which Unity automatically searches

  • in order to reassign it to the material

  • that it creates.

  • The two parts of the asset are the door

  • and the frame.

  • Both of these assets share the same material

  • and simply use different parts of the texture

  • to render them.

  • The material that's being created is

  • Prop_Blastdoor

  • and I can see that if I click on it

  • it's highlighted in the project panel.

  • As standard when introducing this

  • we would be shown a diffuse shader.

  • This is a flat standard look for

  • rendering 3D meshes.

  • We have a normal map for this asset

  • so we can instead choose a bumped shader

  • such as Bump Diffuse

  • to make use of this texture.

  • The normal map is a way of storing

  • height and directional information

  • that is projected onto the surface

  • of a flat mesh

  • in order to give it the appearance of

  • surface detail without adding

  • vertices to the geometry itself.

  • And if you look at the mesh in the scene or

  • game view you can see the difference

  • that this makes.

  • So the dents, grooves and scratches

  • on our blast door are accentuated

  • in the normal map texture.

  • We could also extend this to give

  • it a shiny surface by choosing

  • Bumped Specular.

  • Here, in addition to the texture and the normal map

  • we are also able to set the shininess.

  • So we've gone from our default flat look

  • to our nice shiny looking dented door

  • simply by adjusting the shader.

  • We haven't had to add any more detail to the

  • original model, and that's the true power

  • of using materials.

  • Unity ships with many shaders that will

  • cover all manner of game development needs

  • and you can also write your own shaders

  • and assign them.

  • You can create these also from using the

  • create button on the project panel.

Materials in Unity are the assets that control

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