Legacy Documentation: Version 5.6 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

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

AssetPostprocessor.OnAssignMaterialModel(Material,Renderer)

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

Submission failed

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

Close

Cancel

Description

Feeds a source material.

The returned material will be assigned to the renderer. If you return null, Unity will use its default material finding / generation method to assign a material. The sourceMaterial is generated directly from the model before importing and will be destroyed immediately after OnAssignMaterial.

    class MyMeshPostprocessor extends AssetPostprocessor {

function OnAssignMaterialModel (material : Material, renderer : Renderer) : Material { var materialPath = "Assets/" + material.name + ".mat";

// Find if there is a material at the material path // Turn this off to always regeneration materials if (AssetDatabase.LoadAssetAtPath(materialPath, typeof(Material))) return AssetDatabase.LoadAssetAtPath(materialPath, typeof(Material));

// Create a new material asset using the specular shader // but otherwise the default values from the model material.shader = Shader.Find("Specular"); AssetDatabase.CreateAsset(material, "Assets/" + material.name + ".mat"); return material; } }