MaterialPropertyBlock.AddFloat Manual     Reference     Scripting  
Scripting > Runtime Classes > MaterialPropertyBlock
MaterialPropertyBlock.AddFloat

function AddFloat (name : string, value : float) : void

function AddFloat (nameID : int, value : float) : void

Description

Add a float material property.

For performance reasons, the property block can contain only a limited number of property values. Two 4x4 matrices, six vectors/colors or 12 floats can be stored in the block. Storage space for the values is shared, so storing one matrix leaves twice less space to store vectors and floats. When block's storage is filled up, additional Add calls will be ignored.

JavaScripts
// 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 example : 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

class example(MonoBehaviour):

public aMesh as Mesh

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

def Update():
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)

Function variant that takes nameID is faster. If you are adding properties with the same name repeatedly, use Shader.PropertyToID to get unique identifier for the name, and pass the identifier to AddFloat.

JavaScripts
// 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 example : 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

class example(MonoBehaviour):

public aMesh as Mesh

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

def Update():
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)