ProceduralMaterial
- CacheProceduralProperty
- cacheSize
- ClearCache
- GetProceduralBoolean
- GetProceduralColor
- GetProceduralEnum
- GetProceduralFloat
- GetProceduralPropertyDe...
- GetProceduralTexture
- GetProceduralVector
- HasProceduralProperty
- isLoadTimeGenerated
- IsProceduralPropertyCached
- isProcessing
- isSupported
- ProceduralMaterial
- RebuildTexturesImmediately
- RebuildTextures
- SetProceduralBoolean
- SetProceduralColor
- SetProceduralEnum
- SetProceduralFloat
- SetProceduralTexture
- SetProceduralVector
- StopRebuilds
- substanceProcessorUsage
ProceduralMaterial 程序材质
Inherits from Material
ProceduralMaterial class.
程序材质类。
This class exposes all properties from a Procedural Material, allowing you to modify or animate them. In order to get a Procedural Material used by an object, use the Renderer.material as a ProceduralMaterial. After modifying one or more procedural properties, call RebuildTextures to update the Procedural Material to show the changes.
这个类从一个程序材质公开所有属性,允许你来修改或动画。为了获取程序材质,使用于物体,使用Renderer.material作为程序材质。修改一个或多个程序材质的属性后,调用RebuildTextures来更新程序材质,已显示所做的改变。
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();
}
}
}
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
//使该属性随着时间的推移上下
var lerp = Mathf.PingPong (Time.time * 2 / cycleTime, 1);
substance.SetProceduralFloat (floatRangeProperty, lerp);
substance.RebuildTextures ();
}
}
Variables变量
-
Set & get the Procedural cache budget.
设置和获取程序缓存大小。 -
Checks if the Procedural Material is currently in the process of rebuilding the textures.
检测当前程序材质是否在重建纹理的进程中。 -
Should the Procedural Material be generated at load time?
程序材质是否在加载时生成?
Constructors构造器
-
Default constructor. This should not be used.
默认构造器,这个可以不使用。
Functions函数
-
Get an array of descriptions of all the properties this Procedural Material has.
获取这个程序材质所有属性描述的一个数组。 -
Checks if the Procedural Material has a property of a given name.
检测程序材质是否具有给定名称的属性。 -
Get a named Procedural boolean property.
获取一个命名的程序布尔属性。 -
Set a named Procedural boolean property.
设置一个命名的程序布尔属性。 -
Get a named Procedural float property.
获取一个命名的程序浮点数属性。 -
Set a named Procedural float property.
设置一个命名的程序浮点数属性。 -
Get a named Procedural vector property.
获取一个命名的程序向量属性。 -
Set a named Procedural vector property.
设置一个命名的程序向量属性。 -
Get a named Procedural color property.
获取一个命名的程序颜色属性。 -
Set a named Procedural color property.
设置一个命名的程序颜色属性。 -
Get a named Procedural enum property.
获取一个命名的程序枚举属性。 -
Set a named Procedural enum property.
设置一个命名的程序枚举属性。 -
Get a named Procedural texture property.
获取一个命名的程序纹理属性。 -
Set a named Procedural texture property.
设置一个命名的程序纹理属性。 -
Checks if a named Procedural property is cached for efficient runtime tweaking.
检查一个命名的程序属性是否被缓存,用于高效地运行时调节。 -
Specifies if a named Procedural property should be cached for efficient runtime tweaking.
指定命名的程序属性,为高效运行时调节缓存。 -
Clear the Procedural cache. 清除程序缓存。
-
Triggers an asyncronous rebuild of all dirty textures.
触发所有修改的纹理异步重建。 -
Triggers an immediate (synchronous) rebuild of all dirty textures.
触发所有修改的纹理立即(同步)重建。
Class Variables类变量
-
Checks if the Procedural Materials are supported on the current platform.
检查程序材质在当前平台是否支持。 -
Used to specify the Substance engine CPU usage.
用来指定Substance引擎CPU利用率。
Class Functions类函数
-
Remove the current pending rebuilds of the Procedural Material.
删除当前程序材质的等待重建。
Inherited members继承成员
Inherited Variables继承变量
-
The shader used by the material.
材质使用的着色器。 -
The main material's color.
主材质的颜色。 -
The main material's texture.
主材质的纹理。 -
The texture offset of the main texture.
主纹理中的纹理偏移量。 -
The texture scale of the main texture.
主纹理中的纹理缩放量。 -
How many passes are in this material (Read Only).
在这个材质中有多少pass。(只读) -
Render queue of this material
这个材质的渲染队列
-
The name of the object. //物体的名字
-
Should the object be hidden, saved with the scene or modifiable by the user?
物体是否被隐藏、保存在场景中或被用户修改?
Inherited Constructors继承构造器
-
Create a temporary material from a shader source string.
从一个源Shader字符串创建一个材质
Inherited Functions继承函数
-
Set a named color value.
设置已命名的颜色值。 -
Get a named color value.
获取已命名的颜色值 -
Set a named vector value.
设置已命名的向量值 -
Get a named vector value.
获取已命名的向量值 -
Set a named texture.
设置已命名的纹理 -
Get a named texture.
设置已命名的纹理 -
Sets the placement offset of texture propertyName.
设置纹理propertyName的偏移量。 -
Gets the placement offset of texture propertyName.
获取纹理propertyName的偏移量。 -
Sets the placement scale of texture propertyName.
设置纹理propertyName的缩放量。 -
Gets the placement scale of texture propertyName.
获取纹理propertyName的缩放量 -
Set a named matrix for the shader.
为这个shader设置一个命名矩阵 -
Get a named matrix value from the shader.
从这个shader中获取命名矩阵的值 -
Set a named float value.
设置一个命名的浮点数 -
Get a named float value.
获取一个命名的浮点数 -
Checks if material's shader has a property of a given name.
检查材质的着色器是否具有给定名称的属性 -
Get the value of material's shader tag.
获取材质着色器的标签值。 -
Interpolate properties between two materials.
在两个材质之间插值 -
Activate the given pass for rendering.
为渲染激活给定的pass -
Copy properties from other material into this material.
拷贝其他材质的属性到这个材质
-
Returns the instance id of the object.
返回物体的实例ID -
Returns the name of the game object.
返回游戏物体的名称。
Inherited Class Functions继承类函数
-
Does the object exist?
物体是否存在? -
Clones the object original and returns the clone.
克隆原始物体,并返回克隆的物体 -
-
Removes a gameobject, component or asset.
删除一个游戏物体、组件或资源 -
Destroys the object obj immediately. It is strongly recommended to use Destroy instead.
立即销毁物体obj,强烈建议使用Destroy代替。 -
Returns a list of all active loaded objects of Type type.
返回Type类型的所有激活的加载的物体列表 -
Returns the first active loaded object of Type type.
返回Type类型第一个激活的加载的物体。 -
Compares if two objects refer to the same
比较如果两个物体相同 -
Compares if two objects refer to a different object
比较如果两个物体不同 -
Makes the object target not be destroyed automatically when loading a new scene.
加载新场景的时候使目标物体不被自动销毁。
最后修改:2011年9月13日 Tuesday 12:10