マテリアル情報を適用するブロック要素を作成します。
MaterialPropertyBlock is used by Graphics.DrawMesh and Renderer.SetPropertyBlock. Use
it in situations where you want to draw
multiple objects with the same material, but slightly different properties. For example, if you
want to slightly change the color of each mesh drawn. Changing the render state is not supported.
Unity's terrain engine uses MaterialPropertyBlock to draw trees; all of them use the
same material, but each tree has different color, scale & wind factor.
The block passed to Graphics.DrawMesh or Renderer.SetPropertyBlock is copied, so the most efficient way of using it is
to create one block and reuse it for all DrawMesh calls. Use SetFloat, SetVector, SetColor, SetMatrix, SetTexture, SetBuffer to add or replace values.
See Also: Graphics.DrawMesh, Material.
isEmpty | MaterialPropertyBlock が空かどうか (読み込み専用) |
Clear | 設定したマテリアルプロパティーをすべて削除します。 |
CopyProbeOcclusionArrayFrom | This function copies the entire source array into a Vector4 property array named unity_ProbesOcclusion for use with instanced Shadowmask rendering. |
CopySHCoefficientArraysFrom | This function converts and copies the entire source array into 7 Vector4 property arrays named unity_SHAr, unity_SHAg, unity_SHAb, unity_SHBr, unity_SHBg, unity_SHBb and unity_SHC for use with instanced light probe rendering. |
GetColor | Get a color from the property block. |
GetFloat | プロパティーブロックから float を取得します |
GetFloatArray | Get a float array from the property block. |
GetInt | This method is deprecated. Use GetFloat or GetInteger instead. |
GetInteger | Get an integer from the property block. |
GetMatrix | プロパティーブロックから matrix を取得します |
GetMatrixArray | Get a matrix array from the property block. |
GetTexture | プロパティーブロックから texture を取得します |
GetVector | プロパティーブロックから vector を取得します。 |
GetVectorArray | Get a vector array from the property block. |
HasBuffer | Checks if MaterialPropertyBlock has the ComputeBuffer property with the given name or name ID. To set the property, use SetBuffer. |
HasColor | Checks if MaterialPropertyBlock has the Color property with the given name or name ID. To set the property, use SetColor. |
HasConstantBuffer | Checks if MaterialPropertyBlock has the ConstantBuffer property with the given name or name ID. To set the property, use SetConstantBuffer. |
HasFloat | Checks if MaterialPropertyBlock has the Float property with the given name or name ID. To set the property, use SetFloat. |
HasInt | This method is deprecated. Use HasFloat or HasInteger instead. |
HasInteger | Checks if MaterialPropertyBlock has the Integer property with the given name or name ID. To set the property, use SetInteger. |
HasMatrix | Checks if MaterialPropertyBlock has the Matrix property with the given name or name ID. This also works with the Matrix Array property. To set the property, use SetMatrix. |
HasProperty | Checks if MaterialPropertyBlock has the property with the given name or name ID. To set the property, use one of the Set methods for MaterialPropertyBlock. |
HasTexture | Checks if MaterialPropertyBlock has the Texture property with the given name or name ID. To set the property, use SetTexture. |
HasVector | Checks if MaterialPropertyBlock has the Vector property with the given name or name ID. This also works with the Vector Array property. To set the property, use SetVector. |
SetBuffer | Set a buffer property. |
SetColor | color 型のプロパティーを設定します |
SetConstantBuffer | Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the MaterialPropertyBlock. |
SetFloat | float 型のプロパティーを設定します |
SetFloatArray | float 配列のプロパティーを設定します。 |
SetInt | This method is deprecated. Use SetFloat or SetInteger instead. |
SetInteger | Adds a property to the block. If an integer property with the given name already exists, the old value is replaced. |
SetMatrix | Matrix4x4 型のプロパティーを設定します |
SetMatrixArray | Matrix 配列プロパティーを設定します。 |
SetTexture | Texture 型のプロパティーを設定します |
SetVector | vector 型のプロパティーを設定します |
SetVectorArray | ベクトル配列プロパティーを設定します。 |