# How to achieve this kind of look of a cube in a most efficient way?

It might be a trivial question, but I couldn't come up with a simple solution. I need to create a cube like on the image below in Unity.

As always, I target mobile so it would be nice if it was made on a mobile/diffuse shader.

I was playing with lights a little bit, but in order to achieve this kind of look, I'd need to stack multiple lights because one shadow is not enough. Also, I tried adjusting the angles of the lighting - with no luck.

Do you have any tips, how could I make one in a most efficient way?

• Can you cheat with a texture? As in, just make a texture that's yellow on top and dark on the sides? – MichaelHouse Jun 27 '17 at 21:19
• Yep! As long as it stays mobile/diffuse :) – Jacob Jun 27 '17 at 21:21
• Be more specific, ONLY a face pointing TOP should have a color? All others faces are going to be black? Or are we talking about blending these colors, accordingly to the normal of that said face? – Guilherme Junqueira Coutinho Jun 27 '17 at 23:34

## 1 Answer

I will be giving you two answers, The one for your actuall problem,and another one with a cube that has faces colored based on how much they are facing top:

## To simply create a Cube like that:

• Create an image, and color it like the left half should be COLOR_X and the other half, COLOR_Y, save it; (paint will do it)
• create a cube inside blender, and go to UV/Unwrapp;
• place the face you want to be COLOR_X in the left, the others in the right;
• Export to Unity;
• Inside Unity create a simple Unlit/Texture Material;
• Set the image you created as the Texture;
• Apply the material to the UV/mapped cube;

## Faces should have a color depending of the normal angle;

    Shader "Unlit/NormalColored"
{
Properties
{
_NormalColor ("Color facing TOP", Color) = (1,.5,0,1)
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// include file that contains UnityObjectToWorldNormal helper function
#include "UnityCG.cginc"

struct v2f {
// we'll output world space normal as one of regular ("texcoord") interpolators
half3 worldNormal : TEXCOORD0;
float4 pos : SV_POSITION;
};

// vertex shader: takes object space normal as input too
v2f vert (float4 vertex : POSITION, float3 normal : NORMAL)
{
v2f o;
o.pos = UnityObjectToClipPos(vertex);
// UnityCG.cginc file contains function to transform
// normal from object to world space, use that
o.worldNormal = UnityObjectToWorldNormal(normal);
return o;
}

float4 _NormalColor;
float _ShadeColor;

fixed4 frag (v2f i) : SV_Target
{
// The Y component is TOP direction
float normal_y = (i.worldNormal).y/2 + .5;
float normal_y_2 = (i.worldNormal).y;
return (normal_y_2 * _NormalColor);
}
ENDCG
}
}
}

• only a face pointing EXACTLY TOP should be colored, change the Frag function to this;

fixed4 frag (v2f i) : SV_Target
{
// The Y component is TOP direction
float normal_y = (i.worldNormal).y/2 + .5;
if (normal_y >= .999) // THIS VALUE CAN BE SET AS A PROPERTY SO U CAN PLAY AROUND WITH IT
return _NormalColor;
return 0;
}

• I assume you know how to create a shader and then a material from this shader? If not, create one shader inside unity, then double click it, copy paste my code, then apply it to a material. It will be under Unlit/NormalColored – Guilherme Junqueira Coutinho Jun 28 '17 at 0:04
• Btw, unlit shaders are the most performatic shaders... If this is not what you wanted, be more specific, but upvote my answer because it actually does what u described. – Guilherme Junqueira Coutinho Jun 28 '17 at 0:05
• Yeah, this is what I want, but I need to color 5 other faces with a different one so top is color X and 5 other are color Y. – Jacob Jun 28 '17 at 13:47
• Which frag function are you using? The "EXACTLY TOP should be colored,"? – Guilherme Junqueira Coutinho Jun 28 '17 at 14:03
• The first one, with angles – Jacob Jun 28 '17 at 14:07