From the last step, we have a FBX model ready to use in Unity. In this step, we will import
(which is already included in the FBX model that we export from the 3D Studio Max), and begin creating a shader programming, which will include all properties that we can edit from the Material Inspector. We will start with assigning the diffuse and bump (normal) map. Then, we will use the Lambert lighting model, which comes with Unity, to see our result.
Now, we can start the shader programming by implementing the following steps:
Shadersimilar to that in the last chapter and click on the Create Project button, as shown in the following ...