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); }