SMaterial
Index
Functions Index
SMaterial Instantiate()
Properties Index
Functions
Instantiate
SMaterial Instantiate()
Return a new SMaterial from old.
SetFloat
void SetFloat (string key, float value)
Sets a shader property to value
GetFloat
float GetFloat (string key)
Gets the current value of a shader property.
SetColor
void SetColor (string key, SColor color) void SetColor (string key, float r, float g, float b, float a)
Sets a shader colour
GetColor
SColor GetColor (string propertyName)
Get a named color value. Many shaders use more than one color. Use GetColor to get the propertyName color.
propertyName
string
Common color names used by Unity's builtin shaders: "_Color" is the main color of a material.
"_SpecColor" is the specular color of a material (used in specular/glossy/vertexlit shaders).
"_EmissionColor" is the emissive color of a material (used in vertexlit shaders). "_ReflectColor" is the reflection color of the material (used in reflective shaders).
SetColor32
void SetColor32 (string key, byte r, byte g, byte b, byte a)
Sets a shader colour to value (32-bit, 0..255 values)
SetInt
void SetInt (string key, int value)
Sets a shader property to value. This can be a convenient way to work with Boolean values.
GetInt
int GetInt (string key)
Gets the current value of a shader property. This can be a convenient way to work with Boolean values.
SetTexture
void SetTexture (string key, SResource value)
Sets a object's specified texture map (specified in parameter 1) to the texture provided as a resource in parameter #2. The example script must be in a object with a '_MainTex' map, and that object should be set as a resource on the scripting runtime. Additionally, that object should be called 'dispobj'.
note also that this function can be used to set any of the texture maps by varying the value of the first parameter accordingly.
GetTexture
SResource GetTexture (string propertyName)
Get a named texture. Many shaders use more than one texture. Use GetTexture to get the propertyName texture.
propertyName
string
Common texture names used by Unity's builtin shaders:
"_MainTex" is the main diffuse texture.
"_BumpMap" is the normal map. "_Cube" is the reflection cubemap.
SetTextureOffset
void SetTextureOffset (string key, float x, float y)
Sets a texture offset to a value.
SetTextureScale
void SetTextureScale (string key, float x, float y)
Sets a texture scale to a value.
SetVector
void SetVector (string key, SVector value)
Sets a shader property to value
Properties
Name
string Name get
set
Return a new SMaterial from old.
Shader
string Shader get
Return the shader name of current SMaterial.
RenderQueue
int RenderQueue get
set
Render queue of this material.
By default materials use render queue of the shader it uses. You can override the render queue used using this variable. Note that if a shader on the material is changed, the render queue resets to that of the shader itself.
Render queue value should be in [0..5000] range to work properly; or -1 to use the render queue from the shader.
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