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MaterialPropertyBlock.AddFloat

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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)