MaterialPropertyBlock.AddMatrix
AddMatrix(name: string, value: Matrix4x4): void;
void AddMatrix(string name, Matrix4x4 value);
def AddMatrix(name as string, value as Matrix4x4) as void
AddMatrix(nameID: int, value: Matrix4x4): void;
void AddMatrix(int nameID, Matrix4x4 value);
def AddMatrix(nameID as int, value as Matrix4x4) as void
Description

Add a matrix material property.

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 AddMatrix.
	var rotateSpeed = 30;
	var texture : Texture;
	var aMesh : Mesh;

// 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;

function Update() { var materialProperty : MaterialPropertyBlock = new MaterialPropertyBlock(); // Construct a rotation matrix and set it for the shader var rot : Quaternion = Quaternion.Euler (0, 0, Time.time * rotateSpeed); var mtrx : Matrix4x4 = Matrix4x4.TRS (Vector3.zero, rot, Vector3(1,1,1) );

// Update the rotation matrix. materialProperty.AddMatrix ("_Rotation", mtrx); Graphics.DrawMesh(aMesh, Vector3(-5,0,0), Quaternion.identity, m, 0, null, 0, materialProperty); }