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