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TRANSCRIPT
Welcome back everyone. In this lesson we are gonna continue on with learning materials inside of Unity. In the previous lesson, we created a red material for our little play here. We then created a metallic sphere, which reflects the environment. And we also created a plane here with a texture and normal map on it. So, in this lesson, we are gonna be going over emission and transparency. Let's start with transparency. So first of all, I'm gonna select this sphere here, and press Ctrl + D to duplicate it, and I'm just gonna move it off to the side here. Maybe move it down a bit as well. And what I'm gonna do then is create a brand new material here, so I'm gonna right-click in the project window. Go to create, material, and I'm gonna call this one our 'TransparentMaterial'. I can tell drag and drop that on, and first of all what I'm gonna do is change the rendering mode of the material. As you can see right now, it is set to opaque. So this means pretty much we can't see through the object, it is a solid object. We can click opaque, and we can change this to transparent. Nothing has changed yet, because we actually haven't changed the alpha value, which determines how transparent it is. So we can click on the albedo color here, and just change the alpha value. At the moment, it's at 100, so it's 100% visible, but we can then move that down, and as you can see, we can slowly begin to look through our object. If we that to zero, then it's not at exactly invisible, and that is because the transparent rendering mode is a bit different than what you might want. And what you might want is actually the fade mode which we can select here. And that means that if it's at 0%, it's totally invisible, yet at 100% it's totally visible. So we can put that probably about maybe 50, we can put it about there. And what we can do then is, let's also change the color to something, we'll make that maybe a blue, and yeah. As you can see we have our transparent object. We can see through it, we look at different things. And also, the shadow is transparent as well, or translucent actually. It's less bright than the opaque objects. Now, let's create an object with something called emission. Inside of Unity, lighting is basically what illuminates the world, and right now we have our directional light up here. So it is here emitting light. Now, this directional light isn't based on this position here. In fact the directional light, doesn't matter where we move it, it doesn't change. That is because, unlike a normal light, which when you move it, it changes basically what it's looking at, this directional light acts as if it's the Sun, so it comes from one direction, and the only way we can change the angle of the shadows, is by changing the rotation. As you can see, it changes, objects get darker the higher up the Sun gets. When it gets down, it's get dark. Now, Unity standard shader interacts with the light. It checks where it's coming from, and where your viewing angle is to pretty much calculate what the object will look like, how much it will reflect.
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