Set a named float value.
See Also: GetFloat, Materials, ShaderLab documentation, Shader.PropertyToID.
function Start () { // Use the Specular shader on the material renderer.material.shader = Shader.Find("Specular"); } function Update () { // Animate the Shininess value var shininess : float = Mathf.PingPong (Time.time, 1.0); renderer.material.SetFloat( "_Shininess", shininess ); }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { void Start() { renderer.material.shader = Shader.Find("Specular"); } void Update() { float shininess = Mathf.PingPong(Time.time, 1.0F); renderer.material.SetFloat("_Shininess", shininess); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): def Start() as void: renderer.material.shader = Shader.Find('Specular') def Update() as void: shininess as float = Mathf.PingPong(Time.time, 1.0F) renderer.material.SetFloat('_Shininess', shininess)