var floatRangeProperty : String = "Saturation"; var cycleTime : float = 10;function Update () { var substance : ProceduralMaterial = renderer.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 Example : MonoBehaviour { public string floatRangeProperty = "Saturation"; public float cycleTime = 10; void Update() { ProceduralMaterial substance = renderer.sharedMaterial as ProceduralMaterial; if (substance) { float lerp = Mathf.PingPong(Time.time * 2 / cycleTime, 1); substance.SetProceduralFloat(floatRangeProperty, lerp); substance.RebuildTextures(); } } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): public floatRangeProperty as string = 'Saturation' public cycleTime as float = 10 def Update() as void: substance as ProceduralMaterial = (renderer.sharedMaterial as ProceduralMaterial) if substance: lerp as float = Mathf.PingPong(((Time.time * 2) / cycleTime), 1) substance.SetProceduralFloat(floatRangeProperty, lerp) substance.RebuildTextures()
| isSupported | Checks if the Procedural Materials are supported on the current platform. |
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| substanceProcessorUsage | Used to specify the Substance engine CPU usage. |
| animationUpdateRate | Set & get the update rate in millisecond of the animated substance. |
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| cacheSize | Set & get the Procedural cache budget. |
| isLoadTimeGenerated | Should the Procedural Material be generated at load time? |
| isProcessing | Checks if the Procedural Material is currently in the process of rebuilding the textures. |
| loadingBehavior | Get Procedural Material loading behavior. |
| CacheProceduralProperty | Specifies if a named Procedural property should be cached for efficient runtime tweaking. |
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| ClearCache | Clear the Procedural cache. |
| GetGeneratedTextures | Get generated textures. |
| GetProceduralBoolean | Get a named Procedural boolean property. |
| GetProceduralColor | Get a named Procedural color property. |
| GetProceduralEnum | Get a named Procedural enum property. |
| GetProceduralFloat | Get a named Procedural float property. |
| GetProceduralPropertyDescriptions | Get an array of descriptions of all the properties this Procedural Material has. |
| GetProceduralTexture | Get a named Procedural texture property. |
| GetProceduralVector | Get a named Procedural vector property. |
| HasProceduralProperty | Checks if the Procedural Material has a property of a given name. |
| IsProceduralPropertyCached | Checks if a named Procedural property is cached for efficient runtime tweaking. |
| SetProceduralBoolean | Set a named Procedural boolean property. |
| SetProceduralColor | Set a named Procedural color property. |
| SetProceduralEnum | Set a named Procedural enum property. |
| SetProceduralFloat | Set a named Procedural float property. |
| SetProceduralTexture | Set a named Procedural texture property. |
| SetProceduralVector | Set a named Procedural vector property. |
| color | The main material's color. |
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| 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. |
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| GetColor | Get a named color value. |
| GetFloat | Get a named float value. |
| GetMatrix | Get a named matrix value from the shader. |
| 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. |
| HasProperty | Checks if material's shader has a property of a given name. |
| Lerp | Interpolate properties between two materials. |
| SetColor | Set a named color value. |
| SetFloat | Set a named float value. |
| SetMatrix | Set a named matrix for the shader. |
| SetPass | Activate the given pass for rendering. |
| SetTexture | Set a named texture. |
| SetTextureOffset | Sets the placement offset of texture propertyName. |
| SetTextureScale | Sets the placement scale of texture propertyName. |
| SetVector | Set a named vector value. |
| GetInstanceID | Returns the instance id of the object. |
| ToString | Returns the name of the game object. |
| Destroy | Removes a gameobject, component or asset. |
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| 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? |
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| operator != | Compares if two objects refer to a different object. |
| operator == | Compares if two objects refer to the same. |
| Material | Create a temporary material from a shader source string. |
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