Legacy Documentation: Version 5.3
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Obsolete
Creating materials from shader source string will be removed in the future. Use Shader assets instead.

Material.Material

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public Material(shader: Shader)
public Material(Shader shader);
public Material(source: Material)
public Material(Material source);

Parameters

shader Create a material with a given Shader.
source Create a material by copying all properties from another material.

Description

Create a temporary Material.

If you have a script which implements a custom special effect, you implement all the graphic setup using shaders & materials. Use this function to create a custom shader & material inside your script. After creating the material, use SetColor, SetTexture, SetFloat, SetVector, SetMatrix to populate the shader property values.

See Also: Materials, Shaders.

// Creates a material from shader and texture references.
var shader : Shader;
var texture : Texture;
var color : Color;

function Start() { var rend = GetComponent.<Renderer>(); rend.material = new Material(shader); rend.material.mainTexture = texture; rend.material.color = color; }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Shader shader; public Texture texture; public Color color; void Start() { Renderer rend = GetComponent<Renderer>(); rend.material = new Material(shader); rend.material.mainTexture = texture; rend.material.color = color; } }
// Creates a cube and assigns a material with a builtin Specular shader.
function Start () {
	var cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
	var rend = cube.GetComponent.<Renderer>();
	rend.material = new Material(Shader.Find("Specular"));
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Start() { GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube); Renderer rend = cube.GetComponent<Renderer>(); rend.material = new Material(Shader.Find("Specular")); } }
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