• Shuffle
    Toggle On
    Toggle Off
  • Alphabetize
    Toggle On
    Toggle Off
  • Front First
    Toggle On
    Toggle Off
  • Both Sides
    Toggle On
    Toggle Off
  • Read
    Toggle On
    Toggle Off
Reading...
Front

Card Range To Study

through

image

Play button

image

Play button

image

Progress

1/4

Click to flip

Use LEFT and RIGHT arrow keys to navigate between flashcards;

Use UP and DOWN arrow keys to flip the card;

H to show hint;

A reads text to speech;

4 Cards in this Set

  • Front
  • Back

Materials

Materials are definitions of how a surface should be rendered, including references to textures used, tiling information, colour tints and more. The available options for a material depend on which shader the material is using.

Shaders

Shaders are small scripts that contain the mathematical calculations and algorithms for calculating the colour of each pixel rendered, based on the lighting input and the Material configuration.

Textures

Textures are bitmap images. A Material may contain references to textures, so that the Material’s shader can use the textures while calculating the surface colour of an object. In addition to basic colour (albedo) of an obejct’s surface, textures can represent many other aspects of a material’s surface such as its reflectivity or roughness.

Rigidbody

Control of an object's position through physics simulation.Adding a Rigidbody component to an object will put its motion under the control of Unity's physics engine. Even without adding any code, a Rigidbody object will be pulled downward by gravity and will react to collisions with incoming objects if the right Collider component is also present.The Rigidbody also has a scripting API that lets you apply forces to the object and control it in a physically realistic way. For example, a car's behaviour can be specified in terms of the forces applied by the wheels. Given this information, the physics engine can handle most other aspects of the car's motion, so it will accelerate realistically and respond correctly to collisions.