Environment mapping is a simple way of adding Glossy reflection to the text. This effect works by unwrapping an Environment Map Texture into the characters.
SmartEdge also allows tweaking the properties to create Glass and Metal all the way to a pure mirror where the reflected environment is completely visible and overrides the character color.
Face |
For the face region (the inside of the character), the reflection is tinted with this color. The alpha will define whatever the reflection is pure mirror (overrides the color) or Glass/Glossy (adds into the face color) |
Outline |
Same than for the Face, but tinting the reflection of the Outline section. |
Intensity |
How bright or subtle is the effect. |
Mirror/Glass |
When the slider is set all the way toward the "Mirror" section, The effect produces a completly reflective surface that uses the color of the Environment Map. If the slider is set toward the "Glass" section, then the environment color is discarded, and the reflection is added to the Face Color. Mirror/Glass can also be tweaked by adjusting the Alpha of the Face and Outline tints. |
Rotation |
How rotated (in degrees) is the Environment texture. This can be used to tweak the reflection so that the bright parts fall into the desired characters/regions. |
Fresnel
This section enables the Fresnel effect which allow masking where the Reflection will be shown based on the surface normal.
It can be used to make the reflection only show at the edges and bevels while disappearing at the flat sections or making the object be completely shiny but faded toward the borders.
This effect can be really useful to simulate Ghost effects and remove aliasing artifacts in the borders of the character when the angle is too steep.
Bias |
At which point the reflection will start fading. |
Softness |
How hard or smooth is the transition between the reflection and the faded part. |
Inside |
If Inside is selected, then the reflection will be show toward the center of the character and will fade at the edges. When false, it will show the reflection at the borders and fade toward the center (similar to a ghost effect) |
Environment Map
The reflection texture is a CubeMap that will be projected into the characters.
This link contains several examples of stylized Spherical Environment Maps that can be used in Unity.
Those spheres can be turned into Cubemaps in Unity by selecting the texture and in the inspector change Mapping to "Mirrored Ball (SphereMap)"
Normal Mapping
Reflection can also be tweaked by setting a normal map to distort the reflective surface.
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