Class for ProceduralMaterial handling.
var floatRangeProperty : String = "Saturation"; var cycleTime : float = 10; var rend: Renderer;
function Start() { rend = GetComponent.<Renderer>(); }
function Update () { var substance : ProceduralMaterial = rend.sharedMaterial as ProceduralMaterial;
if (substance) { // Make the property go up and down over time var lerp = Mathf.PingPong (Time.time * 2 / cycleTime, 1); substance.SetProceduralFloat (floatRangeProperty, lerp); substance.RebuildTextures (); } }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public string floatRangeProperty = "Saturation"; public float cycleTime = 10; public Renderer rend; void Start() { rend = GetComponent<Renderer>(); } void Update() { ProceduralMaterial substance = rend.sharedMaterial as ProceduralMaterial; if (substance) { float lerp = Mathf.PingPong(Time.time * 2 / cycleTime, 1); substance.SetProceduralFloat(floatRangeProperty, lerp); substance.RebuildTextures(); } } }
| color | The main material's color. | 
| doubleSidedGI | Gets and sets whether the Double Sided Global Illumination setting is enabled for this material. | 
| enableInstancing | Gets and sets whether GPU instancing is enabled for this material. | 
| globalIlluminationFlags | Defines how the material should interact with lightmaps and lightprobes. | 
| mainTexture | The material's texture. | 
| mainTextureOffset | The texture offset of the main texture. | 
| mainTextureScale | The texture scale of the main texture. | 
| passCount | How many passes are in this material (Read Only). | 
| renderQueue | Render queue of this material. | 
| shader | The shader used by the material. | 
| shaderKeywords | Additional shader keywords set by this material. | 
| hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? | 
| name | The name of the object. | 
| CopyPropertiesFromMaterial | Copy properties from other material into this material. | 
| DisableKeyword | Unset a shader keyword. | 
| EnableKeyword | Sets a shader keyword that is enabled by this material. | 
| FindPass | Returns the index of the pass passName. | 
| GetColor | Get a named color value. | 
| GetColorArray | Get a named color array. | 
| GetFloat | Get a named float value. | 
| GetFloatArray | Get a named float array. | 
| GetInt | Get a named integer value. | 
| GetMatrix | Get a named matrix value from the shader. | 
| GetMatrixArray | Get a named matrix array. | 
| GetPassName | Returns the name of the shader pass at index pass. | 
| GetShaderPassEnabled | Checks whether a given Shader pass is enabled on this Material. | 
| GetTag | Get the value of material's shader tag. | 
| GetTexture | Get a named texture. | 
| GetTextureOffset | Gets the placement offset of texture propertyName. | 
| GetTextureScale | Gets the placement scale of texture propertyName. | 
| GetVector | Get a named vector value. | 
| GetVectorArray | Get a named vector array. | 
| HasProperty | Checks if material's shader has a property of a given name. | 
| IsKeywordEnabled | Is the shader keyword enabled on this material? | 
| Lerp | Interpolate properties between two materials. | 
| SetBuffer | Sets a named ComputeBuffer value. | 
| SetColor | Sets a named color value. | 
| SetColorArray | Sets a color array property. | 
| SetFloat | Sets a named float value. | 
| SetFloatArray | Sets a float array property. | 
| SetInt | Sets a named integer value. | 
| SetMatrix | Sets a named matrix for the shader. | 
| SetMatrixArray | Sets a matrix array property. | 
| SetOverrideTag | Sets an override tag/value on the material. | 
| SetPass | Activate the given pass for rendering. | 
| SetShaderPassEnabled | Enables or disables a Shader pass on a per-Material level. | 
| SetTexture | Sets a named texture. | 
| SetTextureOffset | Sets the placement offset of texture propertyName. | 
| SetTextureScale | Sets the placement scale of texture propertyName. | 
| SetVector | Sets a named vector value. | 
| SetVectorArray | Sets a vector array property. | 
| GetInstanceID | Returns the instance id of the object. | 
| ToString | Returns the name of the GameObject. | 
| Destroy | Removes a gameobject, component or asset. | 
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | 
| DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. | 
| FindObjectOfType | Returns the first active loaded object of Type type. | 
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. | 
| Instantiate | Clones the object original and returns the clone. | 
| bool | Does the object exist? | 
| operator != | Compares if two objects refer to a different object. | 
| operator == | Compares two object references to see if they refer to the same object. | 
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