Unity 3D Game Engine Textur| Layers|Console | Hindi Part_05

2,247 views · Published 19 October 2017 · 3:34 · Indexed 6 November 2026

Channel: Hindi Animation Tutorials · 2017 · Education

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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.

A material specifies one specific shader to use, and the shader used determines which options are available in the material. A shader specifies one or more textures variables that it expects to use, and the Material Inspector in Unity allows you to assign your own texture assets to these these texture variables.

For most normal rendering - by which we mean characters, scenery, environments, solid and transparent objects, hard and soft surfaces etc., the Standard Shader is usually the best choice. This is a highly customisable shader which is capable of rendering many types of surface in a highly realistic way.

There are other situations where a different built-in shader, or even a custom written shader might be appropriate - such as liquids, foliage, refractive glass, particle effects, cartoony, illustrative or other artistic effects, or other special effects like night vision, heat vision or x-ray vision, etc.

Layers: Use these throughout the Unity Editor as a way to create groups of objects that share particular characteristics (see documentation on Layers for further details). User Layers primarily to restrict operations such as raycasting or rendering, so that they are only applied to the relevant groups of objects.

The Console Window shows errors, warnings and other messages generated by Unity. To aid with debugging, you can also show your own messages in the Console using the Debug.Log, Debug.LogWarning and Debug.LogError functions.

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