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CloseClear material property values.
Graphics.DrawMesh copies the passed property block, so the most efficient way of using it is to create one block and reuse it for all DrawMesh calls. Use Clear to clear block's values, and SetFloat, SetVector, SetColor, SetMatrix to add values.
var aMesh : Mesh; var aMaterial : Material = new Material(Shader.Find("VertexLit"));
function Update() { var materialProperty : MaterialPropertyBlock = new MaterialPropertyBlock();
// Clear any property and add a red color materialProperty.Clear(); materialProperty.SetColor("_Color", Color.red); Graphics.DrawMesh(aMesh, Vector3(5,0,0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty); // Clear any property and add a green color materialProperty.Clear(); materialProperty.SetColor("_Color", Color.green); 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.SetColor("_Color", Color.red); Graphics.DrawMesh(aMesh, new Vector3(5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty); materialProperty.Clear(); materialProperty.SetColor("_Color", Color.green); Graphics.DrawMesh(aMesh, new Vector3(-5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty); } }