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.

MaterialPropertyBlock.SetColor

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

public function SetColor(name: string, value: Color): void;
public void SetColor(string name, Color value);
public function SetColor(nameID: int, value: Color): void;
public void SetColor(int nameID, Color value);

Parameters

name The name of the property.
nameID The name ID of the property retrieved by Shader.PropertyToID.
value The Color value to set.

Description

Set a color property.

Adds a property to the block. If a color property with the given name already exists, the old value is replaced.

The color value is considered to be always set in sRGB space and is converted to linear if the active color space is linear. You need manual updating of the color value if you switch between color spaces.

#pragma strict
// Draws 3 meshes with the same material but with different colors.
public var mesh: Mesh;
public var material: Material;
private var block: MaterialPropertyBlock;
function Start() {
	block = new MaterialPropertyBlock();
}
function Update() {
	// red mesh
	block.SetColor("_Color", Color.red);
	Graphics.DrawMesh(mesh, new Vector3(0, 0, 0), Quaternion.identity, material, 0, null, 0, block);
	// green mesh
	block.SetColor("_Color", Color.green);
	Graphics.DrawMesh(mesh, new Vector3(5, 0, 0), Quaternion.identity, material, 0, null, 0, block);
	// blue mesh
	block.SetColor("_Color", Color.blue);
	Graphics.DrawMesh(mesh, new Vector3(-5, 0, 0), Quaternion.identity, material, 0, null, 0, block);
}
using UnityEngine;

// Draws 3 meshes with the same material but with different colors. public class ExampleClass : MonoBehaviour { public Mesh mesh; public Material material; private MaterialPropertyBlock block;

void Start() { block = new MaterialPropertyBlock(); }

void Update() { // red mesh block.SetColor("_Color", Color.red); Graphics.DrawMesh(mesh, new Vector3(0, 0, 0), Quaternion.identity, material, 0, null, 0, block);

// green mesh block.SetColor("_Color", Color.green); Graphics.DrawMesh(mesh, new Vector3(5, 0, 0), Quaternion.identity, material, 0, null, 0, block);

// blue mesh block.SetColor("_Color", Color.blue); Graphics.DrawMesh(mesh, new Vector3(-5, 0, 0), Quaternion.identity, material, 0, null, 0, block); } }

Function variant that takes nameID is faster. If you are changing properties with the same name repeatedly, use Shader.PropertyToID to get unique identifier for the name, and pass the identifier to SetColor.

#pragma strict
// Draws 3 meshes with the same material but with different colors.
public var mesh: Mesh;
public var material: Material;
private var block: MaterialPropertyBlock;
private var colorID: int;
function Start() {
	block = new MaterialPropertyBlock();
	colorID = Shader.PropertyToID("_Color");
}
function Update() {
	// red mesh
	block.SetColor(colorID, Color.red);
	Graphics.DrawMesh(mesh, new Vector3(0, 0, 0), Quaternion.identity, material, 0, null, 0, block);
	// green mesh
	block.SetColor(colorID, Color.green);
	Graphics.DrawMesh(mesh, new Vector3(5, 0, 0), Quaternion.identity, material, 0, null, 0, block);
	// blue mesh
	block.SetColor(colorID, Color.blue);
	Graphics.DrawMesh(mesh, new Vector3(-5, 0, 0), Quaternion.identity, material, 0, null, 0, block);
}
using UnityEngine;

// Draws 3 meshes with the same material but with different colors. public class ExampleClass : MonoBehaviour { public Mesh mesh; public Material material; private MaterialPropertyBlock block; private int colorID;

void Start() { block = new MaterialPropertyBlock(); colorID = Shader.PropertyToID("_Color"); }

void Update() { // red mesh block.SetColor(colorID, Color.red); Graphics.DrawMesh(mesh, new Vector3(0, 0, 0), Quaternion.identity, material, 0, null, 0, block);

// green mesh block.SetColor(colorID, Color.green); Graphics.DrawMesh(mesh, new Vector3(5, 0, 0), Quaternion.identity, material, 0, null, 0, block);

// blue mesh block.SetColor(colorID, Color.blue); Graphics.DrawMesh(mesh, new Vector3(-5, 0, 0), Quaternion.identity, material, 0, null, 0, block); } }