Legacy Documentation: Version 5.2
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MaterialPropertyBlock.AddVector

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public void AddVector(string name, Vector4 value);
public void AddVector(int nameID, Vector4 value);

Parameters

Description

Add a vector material property.

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.AddVector("_Color", new Vector4(1, 0, 0, 0.5F)); Graphics.DrawMesh(aMesh, new Vector3(0, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty); materialProperty.Clear(); materialProperty.AddVector("_Color", new Vector4(0, 1, 0, 0.5F)); Graphics.DrawMesh(aMesh, new Vector3(5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty); materialProperty.Clear(); materialProperty.AddVector("_Color", new Vector4(0, 0, 1, 0.5F)); 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 AddVector.

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("_Color"); materialProperty.Clear(); materialProperty.AddVector(tagID, new Vector4(1, 0, 0, 0.5F)); Graphics.DrawMesh(aMesh, new Vector3(0, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty); materialProperty.Clear(); materialProperty.AddVector(tagID, new Vector4(0, 1, 0, 0.5F)); Graphics.DrawMesh(aMesh, new Vector3(5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty); materialProperty.Clear(); materialProperty.AddVector(tagID, new Vector4(0, 0, 1, 0.5F)); Graphics.DrawMesh(aMesh, new Vector3(-5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty); } }