Legacy Documentation: Version 5.3
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

ProceduralMaterial

class in UnityEngine

/

Inherits from: Material

Suggest a change

Success!

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.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual

Description

Class for ProceduralMaterial handling.

var floatRangeProperty : String = "Saturation";
var cycleTime : float = 10;
var rend: Renderer;

function Start() { rend = GetComponent.<Renderer>(); }

function Update () { var substance : ProceduralMaterial = rend.sharedMaterial as ProceduralMaterial; if (substance) { // Make the property go up and down over time var lerp = Mathf.PingPong (Time.time * 2 / cycleTime, 1); substance.SetProceduralFloat (floatRangeProperty, lerp); substance.RebuildTextures (); } }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public string floatRangeProperty = "Saturation"; public float cycleTime = 10; public Renderer rend; void Start() { rend = GetComponent<Renderer>(); } void Update() { ProceduralMaterial substance = rend.sharedMaterial as ProceduralMaterial; if (substance) { float lerp = Mathf.PingPong(Time.time * 2 / cycleTime, 1); substance.SetProceduralFloat(floatRangeProperty, lerp); substance.RebuildTextures(); } } }

Static Variables

isSupportedCheck if ProceduralMaterials are supported on the current platform.
substanceProcessorUsageUsed to specify the Substance engine CPU usage.

Variables

animationUpdateRateSet or get the update rate in millisecond of the animated substance.
cacheSizeSet or get the Procedural cache budget.
isCachedDataAvailableIndicates whether cached data is available for this ProceduralMaterial's textures (only relevant for Cache and DoNothingAndCache loading behaviors).
isFrozenReturns true if FreezeAndReleaseSourceData was called on this ProceduralMaterial.
isLoadTimeGeneratedShould the ProceduralMaterial be generated at load time?
isProcessingCheck if the ProceduralTextures from this ProceduralMaterial are currently being rebuilt.
isReadableSet or get the "Readable" flag for a ProceduralMaterial.
loadingBehaviorGet ProceduralMaterial loading behavior.
presetSet or get an XML string of "input/value" pairs (setting the preset rebuilds the textures).

Public Functions

CacheProceduralPropertySpecifies if a named ProceduralProperty should be cached for efficient runtime tweaking.
ClearCacheClear the Procedural cache.
FreezeAndReleaseSourceDataRender a ProceduralMaterial immutable and release the underlying data to decrease the memory footprint.
GetGeneratedTextureThis allows to get a reference to a ProceduralTexture generated by a ProceduralMaterial using its name.
GetGeneratedTexturesGet generated textures.
GetProceduralBooleanGet a named Procedural boolean property.
GetProceduralColorGet a named Procedural color property.
GetProceduralEnumGet a named Procedural enum property.
GetProceduralFloatGet a named Procedural float property.
GetProceduralPropertyDescriptionsGet an array of descriptions of all the ProceduralProperties this ProceduralMaterial has.
GetProceduralTextureGet a named Procedural texture property.
GetProceduralVectorGet a named Procedural vector property.
HasProceduralPropertyChecks if the ProceduralMaterial has a ProceduralProperty of a given name.
IsProceduralPropertyCachedChecks if a named ProceduralProperty is cached for efficient runtime tweaking.
IsProceduralPropertyVisibleChecks if a given ProceduralProperty is visible according to the values of this ProceduralMaterial's other ProceduralProperties and to the ProceduralProperty's visibleIf expression.
RebuildTexturesTriggers an asynchronous rebuild of this ProceduralMaterial's dirty textures.
RebuildTexturesImmediatelyTriggers an immediate (synchronous) rebuild of this ProceduralMaterial's dirty textures.
SetProceduralBooleanSet a named Procedural boolean property.
SetProceduralColorSet a named Procedural color property.
SetProceduralEnumSet a named Procedural enum property.
SetProceduralFloatSet a named Procedural float property.
SetProceduralTextureSet a named Procedural texture property.
SetProceduralVectorSet a named Procedural vector property.

Static Functions

StopRebuildsDiscard all the queued ProceduralMaterial rendering operations that have not started yet.

Inherited members

Variables

colorThe main material's color.
globalIlluminationFlagsDefines how the material should interact with lightmaps and lightprobes.
mainTextureThe material's texture.
mainTextureOffsetThe texture offset of the main texture.
mainTextureScaleThe texture scale of the main texture.
passCountHow many passes are in this material (Read Only).
renderQueueRender queue of this material.
shaderThe shader used by the material.
shaderKeywordsAdditional shader keywords set by this material.
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Public Functions

CopyPropertiesFromMaterialCopy properties from other material into this material.
DisableKeywordUnset a shader keyword.
EnableKeywordSet a shader keyword that is enabled by this material.
GetColorGet a named color value.
GetFloatGet a named float value.
GetIntGet a named integer value.
GetMatrixGet a named matrix value from the shader.
GetTagGet the value of material's shader tag.
GetTextureGet a named texture.
GetTextureOffsetGets the placement offset of texture propertyName.
GetTextureScaleGets the placement scale of texture propertyName.
GetVectorGet a named vector value.
HasPropertyChecks if material's shader has a property of a given name.
IsKeywordEnabledIs the shader keyword enabled on this material?
LerpInterpolate properties between two materials.
SetBufferSet a ComputeBuffer value.
SetColorSet a named color value.
SetFloatSet a named float value.
SetIntSet a named integer value.When setting values on materials using the Standard Shader, you should be aware that you may need to use EnableKeyword to enable features of the shader that were not previously in use. For more detail, read Accessing Materials via Script.
SetMatrixSet a named matrix for the shader.
SetOverrideTagSets an override tag/value on the material.
SetPassActivate the given pass for rendering.
SetTextureSet a named texture.
SetTextureOffsetSets the placement offset of texture propertyName.
SetTextureScaleSets the placement scale of texture propertyName.
SetVectorSet a named vector value.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.

Static Functions

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateReturns a copy of the object original.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.