Version: 5.6 (switch to 2017.1b)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Canvas.additionalShaderChannels

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public var additionalShaderChannels: AdditionalCanvasShaderChannels;
public AdditionalCanvasShaderChannels additionalShaderChannels;

Description

Get or set the mask of additional shader channels to be used when creating the Canvas mesh.

The Canvas will always include Position, Color, and Uv0 shader channels when generating the mesh for a overlay Canvas and will also include Normal and Tangent for ScreenSpace.Camera and World space Canvas. These are the optional additional parameters to be copied.

#pragma strict
public class SetCanvasShaderChannels extends MonoBehaviour {
    public var canvas: Canvas;
    function Start() {
        canvas.additionalShaderChannels |= AdditionalCanvasShaderChannels.Normal;
        canvas.additionalShaderChannels |= AdditionalCanvasShaderChannels.TexCoord1;
        canvas.additionalShaderChannels |= AdditionalCanvasShaderChannels.Tangent;
    }
}
public class SetCanvasShaderChannels : MonoBehaviour
{
    public Canvas canvas;

void Start() { canvas.additionalShaderChannels |= AdditionalCanvasShaderChannels.Normal; canvas.additionalShaderChannels |= AdditionalCanvasShaderChannels.TexCoord1; canvas.additionalShaderChannels |= AdditionalCanvasShaderChannels.Tangent; } }