shader | 使用给定的 Shader 创建材质。 |
source | 通过从其他材质复制所有属性来创建材质。 |
创建临时材质。
如果具有实现自定义特效的脚本,则使用着色器和材质实现
所有图形设置。使用此函数可在脚本中创建自定义着色器和材质。
创建材质之后,使用 SetColor、SetTexture、SetFloat、
SetVector、SetMatrix 填充着色器属性值。
另请参阅:Materials、Shaders。
using UnityEngine;
public class Example : MonoBehaviour { // Creates a material from shader and texture references. Shader shader; Texture texture; Color color;
void Start() { Renderer rend = GetComponent<Renderer> ();
rend.material = new Material(shader); rend.material.mainTexture = texture; rend.material.color = color; } }
using UnityEngine;
public class Example : MonoBehaviour { // Creates a cube and assigns a material with a builtin Specular shader. void Start() { GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube); Renderer rend = cube.GetComponent<Renderer> (); rend.material = new Material(Shader.Find("Specular")); } }
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