Select your preferred scripting language. All code snippets will be displayed in this language.
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
Closeshader | Create a material with a given Shader. |
source | Create a material by copying all properties from another material. |
Create a temporary Material.
If you have a script which implements a custom special effect, you implement all the graphic setup
using shaders & materials. Use this function to create a custom shader & material inside your script.
After creating the material, use SetColor, SetTexture, SetFloat,
SetVector, SetMatrix to populate the shader property values.
See Also: Materials, Shaders.
// Creates a material from shader and texture references. var shader : Shader; var texture : Texture; var color : Color;
function Start() { var rend = GetComponent.<Renderer>(); rend.material = new Material(shader); rend.material.mainTexture = texture; rend.material.color = color; }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Shader shader; public Texture texture; public Color color; void Start() { Renderer rend = GetComponent<Renderer>(); rend.material = new Material(shader); rend.material.mainTexture = texture; rend.material.color = color; } }
// Creates a cube and assigns a material with a builtin Specular shader. function Start () { var cube = GameObject.CreatePrimitive(PrimitiveType.Cube); var rend = cube.GetComponent.<Renderer>(); rend.material = new Material(Shader.Find("Specular")); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube); Renderer rend = cube.GetComponent<Renderer>(); rend.material = new Material(Shader.Find("Specular")); } }