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Unity Cookbook - Fifth Edition

You're reading from  Unity Cookbook - Fifth Edition

Product type Book
Published in Nov 2023
Publisher Packt
ISBN-13 9781805123026
Pages 780 pages
Edition 5th Edition
Languages
Authors (3):
Matt Smith Matt Smith
Profile icon Matt Smith
Shaun Ferns Shaun Ferns
Profile icon Shaun Ferns
Sinéad Murphy Sinéad Murphy
Profile icon Sinéad Murphy
View More author details
Toc

Table of Contents (22) Chapters close

Preface 1. Displaying Data with Core UI Elements 2. Responding to User Events for Interactive UIs 3. Inventory and Advanced UIs 4. Playing and Manipulating Sounds 5. Textures, Materials, and 3D Objects 6. Creating 3D Environments with Terrains 7. Creating 3D Geometry with ProBuilder 8. 2D Animation and Physics 9. Animated Characters 10. Saving and Loading Data 11. Controlling and Choosing Positions 12. Navigation Meshes and Agents 13. Cameras, Lighting, and Visual Effects 14. Shader Graphs and Video Players 15. Particle Systems and Other Visual Effects 16. Mobile Games and Applications 17. Augmented Reality (AR) 18. Virtual and Extended Reality (VR/XR) 19. Advanced Topics – Gizmos, Automated Testing, and More 20. Other Books You May Enjoy
21. Index

Creating material asset files and setting Albedo textures

Unity 3D GameObjects have a mesh renderer component, and that component needs a material in order to display a texture image asset file. In one of the steps of the previous recipe, you dragged the beware image texture asset file from the Project panel onto the Plane-sign GameObject. What happened was that Unity created a material asset file, named beware, linked to the texture image, and that material was set for the Plane-sign mesh renderer component.

When using a text image in a simple way, an automated material created like this is fine. However, sometimes we may wish to create a new material from scratch, not linked to an image texture, or we may wish to customize the material properties. In this recipe, we’ll create and customize two materials and apply them to GameObjects, improving the scene further.

Figure 5.9: The signpost and pole rendered with materials we’ve created

Getting ready

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