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Material.SetMatrix

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public function SetMatrix(propertyName: string, matrix: Matrix4x4): void;
public void SetMatrix(string propertyName, Matrix4x4 matrix);
public function SetMatrix(nameID: int, matrix: Matrix4x4): void;
public void SetMatrix(int nameID, Matrix4x4 matrix);

Parameters

Description

Set a named matrix for the shader.

This is mostly used with custom shaders that need extra matrix parameters. Matrix parameters are not exposed in the material inspector, but can be set and queried with SetMatrix and GetMatrix from scripts.

See Also: GetMatrix, Materials, ShaderLab documentation, Shader.PropertyToID

var rotateSpeed = 30;
var texture : Texture;
var rend: Renderer;

function Start() { // 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; rend.material = m; }

function Update() { // Construct a rotation matrix and set it for the shader var rot = Quaternion.Euler(0, 0, Time.time * rotateSpeed); var m = Matrix4x4.TRS(Vector3.zero, rot, Vector3(1,1,1) ); rend.material.SetMatrix("_Rotation", m); }