nameID | Property name ID, use Shader.PropertyToID to get it. |
name | Property name, e.g. "_CubemapRotation". |
value | Matrix value to set. |
Sets a named matrix for the shader.
This is mostly used with custom shaders that need extra matrix
parameters. Matrix parameters are not exposed in the material inspector,
but can be set and queried with SetMatrix
and GetMatrix
from scripts.
See Also: GetMatrix, Materials, ShaderLab documentation, Shader.PropertyToID, Properties in Shader Programs.
#pragma strict public var rotateSpeed: float = 30f; public function Update() { // Construct a rotation matrix and set it for the shader var rot: Quaternion = Quaternion.Euler(0, 0, Time.time * rotateSpeed); var m: Matrix4x4 = Matrix4x4.TRS(Vector3.zero, rot, Vector3.one); GetComponent.<Renderer>().material.SetMatrix("_TextureRotation", m); }
using UnityEngine;
public class ExampleClass : MonoBehaviour { // Attach to an object that has a Renderer component, // and use material with the shader below. public float rotateSpeed = 30f; public void Update () { // Construct a rotation matrix and set it for the shader Quaternion rot = Quaternion.Euler (0, 0, Time.time * rotateSpeed); Matrix4x4 m = Matrix4x4.TRS (Vector3.zero, rot, Vector3.one); GetComponent<Renderer>().material.SetMatrix ("_TextureRotation", m); } }
// Use this shader on an object together with the above example script. // The shader transforms texture coordinates with a matrix set from a script. Shader "RotatingTexture" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag
struct v2f { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; };
float4x4 _TextureRotation;
v2f vert (float4 pos : POSITION, float2 uv : TEXCOORD0) { v2f o; o.pos = UnityObjectToClipPos(pos); o.uv = mul(_TextureRotation, float4(uv,0,1)).xy; return o; }
sampler2D _MainTex; fixed4 frag (v2f i) : SV_Target { return tex2D(_MainTex, i.uv); } ENDCG } } }