In this first step, we will import
Chapter3.unitypackage (which is already included in the FBX model and textures) and create a shader program, which will include all the properties that we can edit from the Material Inspector. We will start by assigning the Diffuse and Bump (normal) maps. Then, we will use the built-in lighting models,
BlinnPhong, which are located in the
Lighting.cginc file inside the Unity application, to see our result.
Lambert or diffuse reflection will cause all closed polygons to reflect light equally in all directions when rendered. This algorithm is named after Johann Heinrich Lambert, who invented it.
Blinn-Phong or Blinn-Phong reflection is a shading ...