Hi everyone. I'm Jeremy Bond and welcome back to the Unity Certified Programmer Exam Preparation Course. In this video, we're going to be looking at the first part of the solution to the concept art challenge. Now, here we are looking at the concept art, the recorded mnemonics gave us. Again, we're going to try and recreate this as much as we can knowing that it's never going to be exactly what was created here. So, in this video, I'm going to be looking specifically at changes to the wall texture in the hallways to give us this nice glowing emission at the bottom and the reflections that you see there. So, the first thing I want to do is replace the hallway wall's shader. You can see here that I've got these great reflections and stuff. They were just not possible with the diffuse vertex shader that was built into pro-builder. I'm now using the Unity standard shader and I can select it here and take a look at it. You can see here that we still have the same albedo. This is the same texture that we had before. I'm going to go ahead and unlock this inspector and show you that texture. So, here's the albedo texture that we had before. This is exactly what we were using earlier. Next up, you can see that I've added this metallic shader. I'm making use of this security room walls image that I have before. This texture is white, where it's going to be really really shiny metallic and black, where it's going to be really dull. That's how I'm getting these reflective walls in sections. You can see I've set my smoothness almost all the way up, I said 0.95, if I raise it higher, you see that it gets a little bit too pretty like perfectly reflective for my desires. If I set too low, it just gets really dull. So, 0.95 work really well for me. The next bit is the emission. You can see here that I'm again using this in emissive texture here, which just emits at the bottom, and that gives us that nice glow at the bottom. I've set the color of the emission to that cyan blue, and that's again what gives us this beautiful blue glow. I've also made sure to check reflections under my forward rendering options just to make sure that reflections are enabled. However, later on when I got to color grading, I actually set this to a deferred rendering method. Another key aspect to making this work are the reflection probes. You can see I've set up several reflection probes and as I move through them, you can see that each one is responsible for a different area of this hallway. I made them part of the prefab so that the second copy of the hallway I have that is in the positive z-direction also has the exact same reflection probes position in the same place. Let me turn these probes off and show you the difference when I rebuild the lighting. Now, I've rebuilt the game with reflection probes turned off in the negative Z-hallway, and look at the difference. You can see that's so much more dull. Right? So now, as I move up into the hallway that has the reflection probes, It just looks so much better right? So, I really like these reflection probes a lot. Now, here I've re-enabled the reflection probes. I want to point out something here. So, you'll see that there's this big red reflection here that just doesn't look right to me. This is because the light on the security camera was turned on when I baked my lighting. So, it's really affecting the scene a lot, and I don't like it. So, I have found and this is actually something that you will see in the marketplace of the adventure game that unity created as a tutorial. I have found that sometimes you need to turn off certain lights before you bake lighting in order to make it look nice. So, I'm going in the inspector, I'm going to turn off the security camera temporarily, and rebuild my lighting. Now with my lighting rebuilt, I turn the security camera back on and press play again. You'll see that to me this is more what I wanted it to look like. I don't have that big red area in the reflections and it just feels better for me. So, that's it for the hallway wall's texture and the lighting having to do with those hallway walls. In the next video, we'll take a look at doing the special lighting trick on the characters and enemies to make those tune shaders pop, and at the different things we're doing with the post-processing stack. I'll see you there.