nameID | 属性名称 ID,使用 Shader.PropertyToID 获取。 |
value | 要设置的浮点值。 |
name | 属性名称,例如“_Glossiness”。 |
设置指定的浮点值。
When setting values on materials using the Standard Shader, you should be aware that you may need to use EnableKeyword to enable features of the shader that were not previously in use. For more detail, read Accessing Materials via Script.
另请参阅:GetFloat、Materials、ShaderLab documentation、Shader.PropertyToID、Properties in Shader Programs。
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour {
public Renderer rend;
void Start() {
rend = GetComponent<Renderer>();
rend.material.shader = Shader.Find("Specular");
}
void Update() {
float shininess = Mathf.PingPong(Time.time, 1.0F);
rend.material.SetFloat("_Shininess", shininess);
}
}