As shown in the following illustration, create a new Material in the project panel. You're ready for a blank shader. The types that it can support are all displayed in the shader. Have to say, very good very strong.
All these pixel[pixel] shaders, the default diffuse is considered a less resource-overhead rendering option. Then those with concave-convex mapping of the shader, followed by bumped specular[concave and convex high light],parallax specular[parallax High Light] class, such as large overhead. All vertex-illuminated shader overhead is less expensive than the pixel shader. But relatively the effect may not be so strong, after all, create a good visual effect of increasing overhead is inevitable.
Main properties common to shaders:
diffuse[scattering]: Defines the basic color of an object, using textures or simple color selectors to control scattering, all of which have some type of scattering attribute.
Bump and Parallax bump[bump and disparity bump]: a property with a Bump or Parallax shader in the name that allows them to simulate the height and depth of the object. For example, we need to model each of the scars or details of the object, which is very resource-intensive, and the solution is to use the bump map to simulate.
specular[: A shader with a specular attribute can make an object shine with a light source, noting that it is different from reflection.
Below, create a bar:
1: First put the toonshading
When you import project, create a cube in the hierarchy panel, where you see only a solid-colored square.