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MaterialPropertyBlock.AddColor

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public function AddColor(nameID: int, value: Color): void;
public void AddColor(int nameID, Color value);
public def AddColor(nameID as int, value as Color) as void

Description

color型のマテリアルプロパティを追加します

	// Draws 3 meshes with the same material but with different colors.

	var aMesh : Mesh;
	var aMaterial : Material = new Material(Shader.Find("VertexLit"));

	function Update() {
		var materialProperty : MaterialPropertyBlock = new MaterialPropertyBlock();

		// red mesh
		materialProperty.Clear();
		materialProperty.AddColor("_Color",Color.red);
		Graphics.DrawMesh(aMesh, Vector3(0,0,0), Quaternion.identity,
				  aMaterial, 0, null, 0, materialProperty);

		// green mesh
		materialProperty.Clear();
		materialProperty.AddColor("_Color",Color.green);
		Graphics.DrawMesh(aMesh, Vector3(5,0,0), Quaternion.identity,
				  aMaterial, 0, null, 0, materialProperty);

		// blue mes
		materialProperty.Clear();
		materialProperty.AddColor("_Color",Color.blue);
		Graphics.DrawMesh(aMesh, Vector3(-5,0,0), Quaternion.identity,
				  aMaterial, 0, null, 0, materialProperty);
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public Mesh aMesh;
    public Material aMaterial = new Material(Shader.Find("VertexLit"));
    void Update() {
        MaterialPropertyBlock materialProperty = new MaterialPropertyBlock();
        materialProperty.Clear();
        materialProperty.AddColor("_Color", Color.red);
        Graphics.DrawMesh(aMesh, new Vector3(0, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);
        materialProperty.Clear();
        materialProperty.AddColor("_Color", Color.green);
        Graphics.DrawMesh(aMesh, new Vector3(5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);
        materialProperty.Clear();
        materialProperty.AddColor("_Color", Color.blue);
        Graphics.DrawMesh(aMesh, new Vector3(-5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public aMesh as Mesh

	public aMaterial as Material = Material(Shader.Find('VertexLit'))

	def Update() as void:
		materialProperty as MaterialPropertyBlock = MaterialPropertyBlock()
		materialProperty.Clear()
		materialProperty.AddColor('_Color', Color.red)
		Graphics.DrawMesh(aMesh, Vector3(0, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty)
		materialProperty.Clear()
		materialProperty.AddColor('_Color', Color.green)
		Graphics.DrawMesh(aMesh, Vector3(5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty)
		materialProperty.Clear()
		materialProperty.AddColor('_Color', Color.blue)
		Graphics.DrawMesh(aMesh, Vector3(-5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty)

/nameID/ でこの関数を呼び出すほうが高速になります。もし、繰り返し同じ名前のプロパティを追加する場合は、 Shader.PropertyToIDを使用してプロパティ名のユニークIDを取得し、AddColorにIDを渡します。

	// Draws 3 meshes with the same material but with different colors.
	// Using the material tag ID.

	var aMesh : Mesh;
	var aMaterial : Material = new Material(Shader.Find("VertexLit"));

	function Update() {
		var materialProperty : MaterialPropertyBlock = new MaterialPropertyBlock();
		var tagID : int = Shader.PropertyToID("_Color");

		// red mesh
		materialProperty.Clear();
		materialProperty.AddVector(tagID,Color.red);
		Graphics.DrawMesh(aMesh, Vector3(0,0,0), Quaternion.identity,
				  aMaterial, 0, null, 0, materialProperty);

		// green mesh
		materialProperty.Clear();
		materialProperty.AddVector(tagID,Color.green);
		Graphics.DrawMesh(aMesh, Vector3(5,0,0), Quaternion.identity,
				  aMaterial, 0, null, 0, materialProperty);

		// blue mesh
		materialProperty.Clear();
		materialProperty.AddVector(tagID, Color.blue);
		Graphics.DrawMesh(aMesh, Vector3(-5,0,0), Quaternion.identity,
				  aMaterial, 0, null, 0, materialProperty);
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public Mesh aMesh;
    public Material aMaterial = new Material(Shader.Find("VertexLit"));
    void Update() {
        MaterialPropertyBlock materialProperty = new MaterialPropertyBlock();
        int tagID = Shader.PropertyToID("_Color");
        materialProperty.Clear();
        materialProperty.AddVector(tagID, Color.red);
        Graphics.DrawMesh(aMesh, new Vector3(0, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);
        materialProperty.Clear();
        materialProperty.AddVector(tagID, Color.green);
        Graphics.DrawMesh(aMesh, new Vector3(5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);
        materialProperty.Clear();
        materialProperty.AddVector(tagID, Color.blue);
        Graphics.DrawMesh(aMesh, new Vector3(-5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public aMesh as Mesh

	public aMaterial as Material = Material(Shader.Find('VertexLit'))

	def Update() as void:
		materialProperty as MaterialPropertyBlock = MaterialPropertyBlock()
		tagID as int = Shader.PropertyToID('_Color')
		materialProperty.Clear()
		materialProperty.AddVector(tagID, Color.red)
		Graphics.DrawMesh(aMesh, Vector3(0, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty)
		materialProperty.Clear()
		materialProperty.AddVector(tagID, Color.green)
		Graphics.DrawMesh(aMesh, Vector3(5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty)
		materialProperty.Clear()
		materialProperty.AddVector(tagID, Color.blue)
		Graphics.DrawMesh(aMesh, Vector3(-5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty)