Material.SetMatrix

function SetMatrix (propertyName : String, matrix : Matrix4x4) : void

Description

Set a named matrix for the shader.

This is mostly used with custom shaders that need extra matrix parameters. Matrix parameters are not exposed in the material inspector, but can be set and queried with SetMatrix and GetMatrix from scripts.

See Also: GetMatrix, Materials, ShaderLab documentation.

var rotateSpeed = 30;
var texture : Texture;

function Start() {
// Create a new material with a shader
// that rotates the texture. Texture rotation
// is performed with a _Rotation matrix.
var m : Material = new Material (
"Shader \"Rotating Texture\" {" +
"Properties { _MainTex (\"Base\", 2D) = \"white\" {} }" +
"SubShader {" +
" Pass {" +
" Material { Diffuse (1,1,1,0) Ambient (1,1,1,0) }" +
" Lighting On" +
" SetTexture [_MainTex] {" +
" matrix [_Rotation]" +
" combine texture * primary double, texture" +
" }" +
" }" +
"}" +
"}"
);
m.mainTexture = texture;
renderer.material = m;
}

function Update() {
// Construct a rotation matrix and set it for the shader
var rot = Quaternion.Euler (0, 0, Time.time * rotateSpeed);
var m = Matrix4x4.TRS (Vector3.zero, rot, Vector3(1,1,1) );
renderer.material.SetMatrix ("_Rotation", m);
}