Version: 2017.1


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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/" + + ".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/" + + ".mat"); return material; } }