propertyName | プロパティー名。例えば、"_Glossiness"。 |
nameID | プロパティー名 ID。Shader.PropertyToID を使って取得します。 |
value | 設定する float 値。 |
float 値を設定します
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.
See Also: GetFloat, Materials, ShaderLab documentation, Shader.PropertyToID, Properties in Shader Programs.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Renderer rend; void Start() { rend = GetComponent<Renderer>(); rend.material.shader = Shader.Find("Specular"); } void Update() { float shininess = Mathf.PingPong(Time.time, 1.0F); rend.material.SetFloat("_Shininess", shininess); } }