Class for ProceduralMaterial handling.
var floatRangeProperty : String = "Saturation"; var cycleTime : float = 10;function Update () { var substance : ProceduralMaterial = renderer.sharedMaterial as ProceduralMaterial; if (substance) { // Make the property go up and down over time var lerp = Mathf.PingPong (Time.time * 2 / cycleTime, 1); substance.SetProceduralFloat (floatRangeProperty, lerp); substance.RebuildTextures (); } }
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { public string floatRangeProperty = "Saturation"; public float cycleTime = 10; void Update() { ProceduralMaterial substance = renderer.sharedMaterial as ProceduralMaterial; if (substance) { float lerp = Mathf.PingPong(Time.time * 2 / cycleTime, 1); substance.SetProceduralFloat(floatRangeProperty, lerp); substance.RebuildTextures(); } } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): public floatRangeProperty as string = 'Saturation' public cycleTime as float = 10 def Update() as void: substance as ProceduralMaterial = (renderer.sharedMaterial as ProceduralMaterial) if substance: lerp as float = Mathf.PingPong(((Time.time * 2) / cycleTime), 1) substance.SetProceduralFloat(floatRangeProperty, lerp) substance.RebuildTextures()
isSupported | Check if ProceduralMaterials are supported on the current platform. |
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substanceProcessorUsage | Used to specify the Substance engine CPU usage. |
animationUpdateRate | Set or get the update rate in millisecond of the animated substance. |
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cacheSize | Set or get the Procedural cache budget. |
isLoadTimeGenerated | Should the ProceduralMaterial be generated at load time? |
isProcessing | Check if the ProceduralTextures from this ProceduralMaterial are currently being rebuilt. |
isReadable | Set or get the "Readable" flag for a ProceduralMaterial. |
loadingBehavior | Get ProceduralMaterial loading behavior. |
preset | Set or get an XML string of "input/value" pairs (settings the preset rebuilds the textures). |
CacheProceduralProperty | Specifies if a named ProceduralProperty should be cached for efficient runtime tweaking. |
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ClearCache | Clear the Procedural cache. |
GetGeneratedTexture | This allows to get a reference to a ProceduralTexture generated by a ProceduralMaterial using its name. |
GetGeneratedTextures | Get generated textures. |
GetProceduralBoolean | Get a named Procedural boolean property. |
GetProceduralColor | Get a named Procedural color property. |
GetProceduralEnum | Get a named Procedural enum property. |
GetProceduralFloat | Get a named Procedural float property. |
GetProceduralPropertyDescriptions | Get an array of descriptions of all the ProceduralProperties this ProceduralMaterial has. |
GetProceduralTexture | Get a named Procedural texture property. |
GetProceduralVector | Get a named Procedural vector property. |
HasProceduralProperty | Checks if the ProceduralMaterial has a ProceduralProperty of a given name. |
IsProceduralPropertyCached | Checks if a named ProceduralProperty is cached for efficient runtime tweaking. |
RebuildTextures | Triggers an asynchronous rebuild of this ProceduralMaterial's dirty textures. |
RebuildTexturesImmediately | Triggers an immediate (synchronous) rebuild of this ProceduralMaterial's dirty textures. |
SetProceduralBoolean | Set a named Procedural boolean property. |
SetProceduralColor | Set a named Procedural color property. |
SetProceduralEnum | Set a named Procedural enum property. |
SetProceduralFloat | Set a named Procedural float property. |
SetProceduralTexture | Set a named Procedural texture property. |
SetProceduralVector | Set a named Procedural vector property. |
StopRebuilds | Discard all the queued ProceduralMaterial rendering operations that have not started yet. |
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color | The main material's color. |
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mainTexture | The material's texture. |
mainTextureOffset | The texture offset of the main texture. |
mainTextureScale | The texture scale of the main texture. |
passCount | How many passes are in this material (Read Only). |
renderQueue | Render queue of this material. |
shader | The shader used by the material. |
shaderKeywords | Additional shader keywords set by this material. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
CopyPropertiesFromMaterial | Copy properties from other material into this material. |
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DisableKeyword | Unset a shader keyword. |
EnableKeyword | Set a shader keyword that is enabled by this material. |
GetColor | Get a named color value. |
GetFloat | Get a named float value. |
GetInt | Get a named integer value. |
GetMatrix | Get a named matrix value from the shader. |
GetTag | Get the value of material's shader tag. |
GetTexture | Get a named texture. |
GetTextureOffset | Gets the placement offset of texture propertyName. |
GetTextureScale | Gets the placement scale of texture propertyName. |
GetVector | Get a named vector value. |
HasProperty | Checks if material's shader has a property of a given name. |
Lerp | Interpolate properties between two materials. |
SetBuffer | Set a ComputeBuffer value. |
SetColor | Set a named color value. |
SetFloat | Set a named float value. |
SetInt | Set a named integer value. |
SetMatrix | Set a named matrix for the shader. |
SetPass | Activate the given pass for rendering. |
SetTexture | Set a named texture. |
SetTextureOffset | Sets the placement offset of texture propertyName. |
SetTextureScale | Sets the placement scale of texture propertyName. |
SetVector | Set a named vector value. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the game object. |
Destroy | Removes a gameobject, component or asset. |
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DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
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operator != | Compares if two objects refer to a different object. |
operator == | Compares if two objects refer to the same. |