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CloseMatrix4x4型のマテリアルプロパティを追加します
/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、AddMatrixにIDを渡します。
var rotateSpeed = 30; var texture : Texture; var aMesh : Mesh; // Create a new material with a shader // that rotates the texture. Texture rotation // is performed with a _Rotation matrix. var m : Material = new Material ( "Shader \"Rotating Texture\" {" + "Properties { _MainTex (\"Base\", 2D) = \"white\" {} }" + "SubShader {" + " Pass {" + " Material { Diffuse (1,1,1,0) Ambient (1,1,1,0) }" + " Lighting On" + " SetTexture [_MainTex] {" + " matrix [_Rotation]" + " combine texture * primary double, texture" + " }" + " }" + "}" + "}" ); m.mainTexture = texture; function Update() { var materialProperty : MaterialPropertyBlock = new MaterialPropertyBlock(); // Construct a rotation matrix and set it for the shader var rot : Quaternion = Quaternion.Euler (0, 0, Time.time * rotateSpeed); var mtrx : Matrix4x4 = Matrix4x4.TRS (Vector3.zero, rot, Vector3(1,1,1) ); // Update the rotation matrix. materialProperty.AddMatrix ("_Rotation", mtrx); Graphics.DrawMesh(aMesh, Vector3(-5,0,0), Quaternion.identity, m, 0, null, 0, materialProperty); }