Add a float material property.
// Draws 3 meshes with the same material but with different Shininess levels
var aMesh : Mesh; var aMaterial : Material = new Material(Shader.Find("VertexLit"));
function Update() { var materialProperty : MaterialPropertyBlock = new MaterialPropertyBlock();
// Not shiny materialProperty.Clear(); materialProperty.AddFloat("_Shininess", 1.0); Graphics.DrawMesh(aMesh, Vector3(0,0,0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);
// More or less shiny materialProperty.Clear(); materialProperty.AddFloat("_Shininess", 0.5); Graphics.DrawMesh(aMesh, Vector3(5,0,0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);
// Shiny materialProperty.Clear(); materialProperty.AddFloat("_Shininess", 0.0); 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.AddFloat("_Shininess", 1.0F); Graphics.DrawMesh(aMesh, new Vector3(0, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty); materialProperty.Clear(); materialProperty.AddFloat("_Shininess", 0.5F); Graphics.DrawMesh(aMesh, new Vector3(5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty); materialProperty.Clear(); materialProperty.AddFloat("_Shininess", 0.0F); Graphics.DrawMesh(aMesh, new 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 AddFloat.
// Draws 3 meshes with the same material but with different Shininess levels // 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("_Shininess");
// Not shiny materialProperty.Clear(); materialProperty.AddFloat(tagID, 1.0); Graphics.DrawMesh(aMesh, Vector3(0,0,0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);
// More or less shiny materialProperty.Clear(); materialProperty.AddFloat(tagID, 0.5); Graphics.DrawMesh(aMesh, Vector3(5,0,0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);
// Shiny materialProperty.Clear(); materialProperty.AddFloat(tagID, 0.0); 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("_Shininess"); materialProperty.Clear(); materialProperty.AddFloat(tagID, 1.0F); Graphics.DrawMesh(aMesh, new Vector3(0, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty); materialProperty.Clear(); materialProperty.AddFloat(tagID, 0.5F); Graphics.DrawMesh(aMesh, new Vector3(5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty); materialProperty.Clear(); materialProperty.AddFloat(tagID, 0.0F); Graphics.DrawMesh(aMesh, new Vector3(-5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty); } }