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public function AddFloat(nameID:
int,
value: float):
void;
public void AddFloat(int nameID,
float value);
public
def AddFloat(nameID as int,
value as float)
as void
Description
float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 Shininess levels
var aMesh : Mesh;
var aMaterial : Material = new Material(Shader.Find("VertexLit"));
function Update() {
var materialProperty : MaterialPropertyBlock = new MaterialPropertyBlock();
// Not shiny
materialProperty.Clear();
materialProperty.AddFloat("_Shininess", 1.0);
Graphics.DrawMesh(aMesh, Vector3(0,0,0), Quaternion.identity,
aMaterial, 0, null, 0, materialProperty);
// More or less shiny
materialProperty.Clear();
materialProperty.AddFloat("_Shininess", 0.5);
Graphics.DrawMesh(aMesh, Vector3(5,0,0), Quaternion.identity,
aMaterial, 0, null, 0, materialProperty);
// Shiny
materialProperty.Clear();
materialProperty.AddFloat("_Shininess", 0.0);
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.AddFloat("_Shininess", 1.0F);
Graphics.DrawMesh(aMesh, new Vector3(0, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);
materialProperty.Clear();
materialProperty.AddFloat("_Shininess", 0.5F);
Graphics.DrawMesh(aMesh, new Vector3(5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);
materialProperty.Clear();
materialProperty.AddFloat("_Shininess", 0.0F);
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.AddFloat('_Shininess', 1.0F)
Graphics.DrawMesh(aMesh, Vector3(0, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty)
materialProperty.Clear()
materialProperty.AddFloat('_Shininess', 0.5F)
Graphics.DrawMesh(aMesh, Vector3(5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty)
materialProperty.Clear()
materialProperty.AddFloat('_Shininess', 0.0F)
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、AddFloatにIDを渡します。
// Draws 3 meshes with the same material but with different Shininess levels
// 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("_Shininess");
// Not shiny
materialProperty.Clear();
materialProperty.AddFloat(tagID, 1.0);
Graphics.DrawMesh(aMesh, Vector3(0,0,0), Quaternion.identity,
aMaterial, 0, null, 0, materialProperty);
// More or less shiny
materialProperty.Clear();
materialProperty.AddFloat(tagID, 0.5);
Graphics.DrawMesh(aMesh, Vector3(5,0,0), Quaternion.identity,
aMaterial, 0, null, 0, materialProperty);
// Shiny
materialProperty.Clear();
materialProperty.AddFloat(tagID, 0.0);
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("_Shininess");
materialProperty.Clear();
materialProperty.AddFloat(tagID, 1.0F);
Graphics.DrawMesh(aMesh, new Vector3(0, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);
materialProperty.Clear();
materialProperty.AddFloat(tagID, 0.5F);
Graphics.DrawMesh(aMesh, new Vector3(5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty);
materialProperty.Clear();
materialProperty.AddFloat(tagID, 0.0F);
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('_Shininess')
materialProperty.Clear()
materialProperty.AddFloat(tagID, 1.0F)
Graphics.DrawMesh(aMesh, Vector3(0, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty)
materialProperty.Clear()
materialProperty.AddFloat(tagID, 0.5F)
Graphics.DrawMesh(aMesh, Vector3(5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty)
materialProperty.Clear()
materialProperty.AddFloat(tagID, 0.0F)
Graphics.DrawMesh(aMesh, Vector3(-5, 0, 0), Quaternion.identity, aMaterial, 0, null, 0, materialProperty)