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MaterialPropertyBlock.AddColor

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public function AddColor(name: string, value: Color): void;
public void AddColor(string name, Color value);
public def AddColor(name as string, value as Color) as void
public function AddColor(nameID: int, value: Color): void;
public void AddColor(int nameID, Color value);
public def AddColor(nameID as int, value as Color) as void

Description

Add a color material property.

	// Draws 3 meshes with the same material but with different colors.

var aMesh : Mesh; var aMaterial : Material = new Material(Shader.Find("VertexLit"));

function Update() { var materialProperty : MaterialPropertyBlock = new MaterialPropertyBlock();

// red mesh materialProperty.Clear(); materialProperty.AddColor("_Color",Color.red); Graphics.DrawMesh(aMesh, Vector3(0,0,0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);

// green mesh materialProperty.Clear(); materialProperty.AddColor("_Color",Color.green); Graphics.DrawMesh(aMesh, Vector3(5,0,0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);

// blue mes materialProperty.Clear(); materialProperty.AddColor("_Color",Color.blue); Graphics.DrawMesh(aMesh, Vector3(-5,0,0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public Mesh aMesh;
    public Material aMaterial = new Material(Shader.Find("VertexLit"));
    void Update() {
        MaterialPropertyBlock materialProperty = new MaterialPropertyBlock();
        materialProperty.Clear();
        materialProperty.AddColor("_Color", Color.red);
        Graphics.DrawMesh(aMesh, new Vector3(0, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);
        materialProperty.Clear();
        materialProperty.AddColor("_Color", Color.green);
        Graphics.DrawMesh(aMesh, new Vector3(5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);
        materialProperty.Clear();
        materialProperty.AddColor("_Color", Color.blue);
        Graphics.DrawMesh(aMesh, new Vector3(-5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public aMesh as Mesh

	public aMaterial as Material = Material(Shader.Find('VertexLit'))

	def Update() as void:
		materialProperty as MaterialPropertyBlock = MaterialPropertyBlock()
		materialProperty.Clear()
		materialProperty.AddColor('_Color', Color.red)
		Graphics.DrawMesh(aMesh, Vector3(0, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty)
		materialProperty.Clear()
		materialProperty.AddColor('_Color', Color.green)
		Graphics.DrawMesh(aMesh, Vector3(5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty)
		materialProperty.Clear()
		materialProperty.AddColor('_Color', Color.blue)
		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 AddColor.

	// Draws 3 meshes with the same material but with different colors.
	// Using the material tag ID.

var aMesh : Mesh; var aMaterial : Material = new Material(Shader.Find("VertexLit"));

function Update() { var materialProperty : MaterialPropertyBlock = new MaterialPropertyBlock(); var tagID : int = Shader.PropertyToID("_Color");

// red mesh materialProperty.Clear(); materialProperty.AddVector(tagID,Color.red); Graphics.DrawMesh(aMesh, Vector3(0,0,0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);

// green mesh materialProperty.Clear(); materialProperty.AddVector(tagID,Color.green); Graphics.DrawMesh(aMesh, Vector3(5,0,0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);

// blue mesh materialProperty.Clear(); materialProperty.AddVector(tagID, Color.blue); Graphics.DrawMesh(aMesh, Vector3(-5,0,0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public Mesh aMesh;
    public Material aMaterial = new Material(Shader.Find("VertexLit"));
    void Update() {
        MaterialPropertyBlock materialProperty = new MaterialPropertyBlock();
        int tagID = Shader.PropertyToID("_Color");
        materialProperty.Clear();
        materialProperty.AddVector(tagID, Color.red);
        Graphics.DrawMesh(aMesh, new Vector3(0, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);
        materialProperty.Clear();
        materialProperty.AddVector(tagID, Color.green);
        Graphics.DrawMesh(aMesh, new Vector3(5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);
        materialProperty.Clear();
        materialProperty.AddVector(tagID, Color.blue);
        Graphics.DrawMesh(aMesh, new Vector3(-5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public aMesh as Mesh

	public aMaterial as Material = Material(Shader.Find('VertexLit'))

	def Update() as void:
		materialProperty as MaterialPropertyBlock = MaterialPropertyBlock()
		tagID as int = Shader.PropertyToID('_Color')
		materialProperty.Clear()
		materialProperty.AddVector(tagID, Color.red)
		Graphics.DrawMesh(aMesh, Vector3(0, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty)
		materialProperty.Clear()
		materialProperty.AddVector(tagID, Color.green)
		Graphics.DrawMesh(aMesh, Vector3(5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty)
		materialProperty.Clear()
		materialProperty.AddVector(tagID, Color.blue)
		Graphics.DrawMesh(aMesh, Vector3(-5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty)