Class for ProceduralMaterial handling.
var floatRangeProperty : String = "Saturation"; var cycleTime : float = 10; var rend: Renderer;
function Start() { rend = GetComponent.<Renderer>(); }
function Update () { var substance : ProceduralMaterial = rend.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 ExampleClass : MonoBehaviour { public string floatRangeProperty = "Saturation"; public float cycleTime = 10; public Renderer rend; void Start() { rend = GetComponent<Renderer>(); } void Update() { ProceduralMaterial substance = rend.sharedMaterial as ProceduralMaterial; if (substance) { float lerp = Mathf.PingPong(Time.time * 2 / cycleTime, 1); substance.SetProceduralFloat(floatRangeProperty, lerp); substance.RebuildTextures(); } } }
| isSupported | Check if ProceduralMaterials are supported on the current platform. |
| substanceProcessorUsage | Used to specify the Substance engine CPU usage. |
| animationUpdateRate | Set or get the update rate in millisecond of the animated substance. |
| cacheSize | Set or get the Procedural cache budget. |
| isCachedDataAvailable | Indicates whether cached data is available for this ProceduralMaterial's textures (only relevant for Cache and DoNothingAndCache loading behaviors). |
| isFrozen | Returns true if FreezeAndReleaseSourceData was called on this ProceduralMaterial. |
| 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 (setting the preset rebuilds the textures). |
| CacheProceduralProperty | Specifies if a named ProceduralProperty should be cached for efficient runtime tweaking. |
| ClearCache | Clear the Procedural cache. |
| FreezeAndReleaseSourceData | Render a ProceduralMaterial immutable and release the underlying data to decrease the memory footprint. |
| 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. |
| GetProceduralString | Get a named Procedural string property. |
| 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. |
| IsProceduralPropertyVisible | Checks if a given ProceduralProperty is visible according to the values of this ProceduralMaterial's other ProceduralProperties and to the ProceduralProperty's visibleIf expression. |
| 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. |
| SetProceduralString | Set a named Procedural string 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. |
| color | The main material's color. |
| doubleSidedGI | Gets and sets whether the Double Sided Global Illumination setting is enabled for this material. |
| enableInstancing | Gets and sets whether GPU instancing is enabled for this material. |
| globalIlluminationFlags | Defines how the material should interact with lightmaps and lightprobes. |
| 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. |
| DisableKeyword | Unset a shader keyword. |
| EnableKeyword | Sets a shader keyword that is enabled by this material. |
| FindPass | Returns the index of the pass passName. |
| GetColor | Get a named color value. |
| GetColorArray | Get a named color array. |
| GetFloat | Get a named float value. |
| GetFloatArray | Get a named float array. |
| GetInt | Get a named integer value. |
| GetMatrix | Get a named matrix value from the shader. |
| GetMatrixArray | Get a named matrix array. |
| GetPassName | Returns the name of the shader pass at index pass. |
| GetShaderPassEnabled | Checks whether a given Shader pass is enabled on this Material. |
| 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. |
| GetVectorArray | Get a named vector array. |
| HasProperty | Checks if material's shader has a property of a given name. |
| IsKeywordEnabled | Is the shader keyword enabled on this material? |
| Lerp | Interpolate properties between two materials. |
| SetBuffer | Sets a named ComputeBuffer value. |
| SetColor | Sets a named color value. |
| SetColorArray | Sets a color array property. |
| SetFloat | Sets a named float value. |
| SetFloatArray | Sets a float array property. |
| SetInt | Sets a named integer value. |
| SetMatrix | Sets a named matrix for the shader. |
| SetMatrixArray | Sets a matrix array property. |
| SetOverrideTag | Sets an override tag/value on the material. |
| SetPass | Activate the given pass for rendering. |
| SetShaderPassEnabled | Enables or disables a Shader pass on a per-Material level. |
| SetTexture | Sets a named texture. |
| SetTextureOffset | Sets the placement offset of texture propertyName. |
| SetTextureScale | Sets the placement scale of texture propertyName. |
| SetVector | Sets a named vector value. |
| SetVectorArray | Sets a vector array property. |
| GetInstanceID | Returns the instance id of the object. |
| ToString | Returns the name of the game object. |
| Destroy | Removes a gameobject, component or asset. |
| 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? |
| operator != | Compares if two objects refer to a different object. |
| operator == | Compares two object references to see if they refer to the same object. |
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