function AddFloat (nameID : int, value : float) : void
Description
Add a float material property.
var aMesh : Mesh;
var aMaterial : Material = new Material(Shader.Find("VertexLit"));
function Update() {
var materialProperty : MaterialPropertyBlock = new MaterialPropertyBlock();
materialProperty.Clear();
materialProperty.AddFloat("_Shininess", 1.0);
Graphics.DrawMesh(aMesh, Vector3(0,0,0), Quaternion.identity,
aMaterial, 0, null, 0, materialProperty);
materialProperty.Clear();
materialProperty.AddFloat("_Shininess", 0.5);
Graphics.DrawMesh(aMesh, Vector3(5,0,0), Quaternion.identity,
aMaterial, 0, null, 0, materialProperty);
materialProperty.Clear();
materialProperty.AddFloat("_Shininess", 0.0);
Graphics.DrawMesh(aMesh, Vector3(-5,0,0), Quaternion.identity,
aMaterial, 0, null, 0, materialProperty);
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public Mesh aMesh;
public Material aMaterial = new Material(Shader.Find("VertexLit"));
void Update() {
MaterialPropertyBlock materialProperty = new MaterialPropertyBlock();
materialProperty.Clear();
materialProperty.AddFloat("_Shininess", 1.0F);
Graphics.DrawMesh(aMesh, new Vector3(0, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);
materialProperty.Clear();
materialProperty.AddFloat("_Shininess", 0.5F);
Graphics.DrawMesh(aMesh, new Vector3(5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);
materialProperty.Clear();
materialProperty.AddFloat("_Shininess", 0.0F);
Graphics.DrawMesh(aMesh, new Vector3(-5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
public aMesh as Mesh
public aMaterial as Material = Material(Shader.Find('VertexLit'))
def Update():
materialProperty as MaterialPropertyBlock = MaterialPropertyBlock()
materialProperty.Clear()
materialProperty.AddFloat('_Shininess', 1.0F)
Graphics.DrawMesh(aMesh, Vector3(0, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty)
materialProperty.Clear()
materialProperty.AddFloat('_Shininess', 0.5F)
Graphics.DrawMesh(aMesh, Vector3(5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty)
materialProperty.Clear()
materialProperty.AddFloat('_Shininess', 0.0F)
Graphics.DrawMesh(aMesh, Vector3(-5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty)
Function variant that takes
nameID is faster. If you are adding properties with the same name repeatedly,
use
Shader.PropertyToID to get unique identifier for the name, and pass the identifier to AddFloat.
var aMesh : Mesh;
var aMaterial : Material = new Material(Shader.Find("VertexLit"));
function Update() {
var materialProperty : MaterialPropertyBlock = new MaterialPropertyBlock();
var tagID : int = Shader.PropertyToID("_Shininess");
materialProperty.Clear();
materialProperty.AddFloat(tagID, 1.0);
Graphics.DrawMesh(aMesh, Vector3(0,0,0), Quaternion.identity,
aMaterial, 0, null, 0, materialProperty);
materialProperty.Clear();
materialProperty.AddFloat(tagID, 0.5);
Graphics.DrawMesh(aMesh, Vector3(5,0,0), Quaternion.identity,
aMaterial, 0, null, 0, materialProperty);
materialProperty.Clear();
materialProperty.AddFloat(tagID, 0.0);
Graphics.DrawMesh(aMesh, Vector3(-5,0,0), Quaternion.identity,
aMaterial, 0, null, 0, materialProperty);
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public Mesh aMesh;
public Material aMaterial = new Material(Shader.Find("VertexLit"));
void Update() {
MaterialPropertyBlock materialProperty = new MaterialPropertyBlock();
int tagID = Shader.PropertyToID("_Shininess");
materialProperty.Clear();
materialProperty.AddFloat(tagID, 1.0F);
Graphics.DrawMesh(aMesh, new Vector3(0, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);
materialProperty.Clear();
materialProperty.AddFloat(tagID, 0.5F);
Graphics.DrawMesh(aMesh, new Vector3(5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);
materialProperty.Clear();
materialProperty.AddFloat(tagID, 0.0F);
Graphics.DrawMesh(aMesh, new Vector3(-5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
public aMesh as Mesh
public aMaterial as Material = Material(Shader.Find('VertexLit'))
def Update():
materialProperty as MaterialPropertyBlock = MaterialPropertyBlock()
tagID as int = Shader.PropertyToID('_Shininess')
materialProperty.Clear()
materialProperty.AddFloat(tagID, 1.0F)
Graphics.DrawMesh(aMesh, Vector3(0, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty)
materialProperty.Clear()
materialProperty.AddFloat(tagID, 0.5F)
Graphics.DrawMesh(aMesh, Vector3(5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty)
materialProperty.Clear()
materialProperty.AddFloat(tagID, 0.0F)
Graphics.DrawMesh(aMesh, Vector3(-5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty)