已弃用的功能,不再可用
| color | 材质的主色。 |
| doubleSidedGI | 获取和设置是否为此材质启用双面全局光照设置。 |
| enabledKeywords | An array containing the local shader keywords that are currently enabled for this material. |
| enableInstancing | 获取和设置是否为此材质启用 GPU 实例化。 |
| globalIlluminationFlags | 定义材质应如何与光照贴图和光照探针交互。 |
| isVariant | Returns true if this material is a material variant. |
| mainTexture | 主纹理。 |
| mainTextureOffset | 主纹理的偏移。 |
| mainTextureScale | 主纹理的缩放。 |
| parent | Parent of this material. |
| passCount | 此材质中的通道数(只读)。 |
| renderQueue | 此材质的渲染队列。 |
| shader | 材质使用的着色器。 |
| shaderKeywords | An array containing names of the local shader keywords that are currently enabled for this material. |
| hideFlags | 该对象应该隐藏、随场景一起保存还是由用户修改? |
| name | 对象的名称。 |
| ApplyPropertyOverride | Applies an override associated with a Material Variant to a target. |
| ComputeCRC | 从材质的内容计算 CRC 哈希值。 |
| CopyMatchingPropertiesFromMaterial | Copies properties, keyword states and settings from mat to this material, but only if they exist in both materials. |
| CopyPropertiesFromMaterial | 将属性从其他材质复制到此材质中。 |
| DisableKeyword | Disables a local shader keyword for this material. |
| EnableKeyword | Enables a local shader keyword for this material. |
| FindPass | 返回通道 passName 的索引。 |
| GetBuffer | Get a named Graphics Buffer value. |
| GetColor | 获取指定的颜色值。 |
| GetColorArray | 获取指定的颜色数组。 |
| GetConstantBuffer | Get a named Constant Buffer value. |
| GetFloat | 获取指定的浮点值。 |
| GetFloatArray | 获取指定的浮点数组。 |
| GetInt | This method is deprecated. Use GetFloat or GetInteger instead. |
| GetInteger | 获取指定的整数值。 |
| GetMatrix | 从着色器获取指定的矩阵值。 |
| GetMatrixArray | 获取指定的矩阵数组。 |
| GetPassName | 返回索引 pass 处的着色器通道的名称。 |
| GetPropertyNames | Retrieves a list of the named properties in the material that match the input property type. |
| GetShaderPassEnabled | 检查此材质上是否启用了给定的着色器通道。 |
| GetTag | 获取材质着色器标记的值。 |
| GetTexture | 获取指定的纹理。 |
| GetTextureOffset | 获取纹理 propertyName 的位置偏移。 |
| GetTexturePropertyNameIDs | 返回此材质上公开的所有纹理属性的名称 ID。 |
| GetTexturePropertyNames | 返回此材质上公开的所有纹理属性的名称。 |
| GetTextureScale | 获取纹理 propertyName 的位置缩放。 |
| GetVector | 获取指定的向量值。 |
| GetVectorArray | 获取指定的向量数组。 |
| HasBuffer | Checks if the ShaderLab file assigned to the Material has a ComputeBuffer property with the given name. |
| HasColor | Checks if the ShaderLab file assigned to the Material has a Color property with the given name. |
| HasConstantBuffer | Checks if the ShaderLab file assigned to the Material has a ConstantBuffer property with the given name. |
| HasFloat | Checks if the ShaderLab file assigned to the Material has a Float property with the given name. This also works with the Float Array property. |
| HasInt | This method is deprecated. Use HasFloat or HasInteger instead. |
| HasInteger | Checks if the ShaderLab file assigned to the Material has an Integer property with the given name. |
| HasMatrix | Checks if the ShaderLab file assigned to the Material has a Matrix property with the given name. This also works with the Matrix Array property. |
| HasProperty | Checks if the ShaderLab file assigned to the Material has a property with the given name. |
| HasTexture | Checks if the ShaderLab file assigned to the Material has a Texture property with the given name. |
| HasVector | Checks if the ShaderLab file assigned to the Material has a Vector property with the given name. This also works with the Vector Array property. |
| IsChildOf | Returns True if the given material is an ancestor of this Material. |
| IsKeywordEnabled | Checks whether a local shader keyword is enabled for this material. |
| IsPropertyLocked | Checks whether a property is locked by this material. |
| IsPropertyLockedByAncestor | Checks whether a property is locked by any of ancestor of this material. |
| IsPropertyOverriden | Checks whether a property is overriden by this material. |
| Lerp | 在两个材质之间对属性进行插值。 |
| RevertAllPropertyOverrides | Removes all property overrides on this material. |
| RevertPropertyOverride | Removes the override on a property. |
| SetBuffer | Sets a named buffer value. |
| SetColor | Sets a color value. |
| SetColorArray | 设置颜色数组属性。 |
| SetConstantBuffer | Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the material. |
| SetFloat | 设置指定的浮点值。 |
| SetFloatArray | 设置浮点数组属性。 |
| SetInt | This method is deprecated. Use SetFloat or SetInteger instead. |
| SetInteger | 设置指定的整数值。 |
| SetKeyword | Sets the state of a local shader keyword for this material. |
| SetMatrix | 为着色器设置指定的矩阵。 |
| SetMatrixArray | 设置矩阵数组属性。 |
| SetOverrideTag | 对材质设置重写标记/值。 |
| SetPass | 激活给定的 pass 以进行渲染。 |
| SetPropertyLock | Sets the lock state of a property for this material. |
| SetShaderPassEnabled | 在每个材质级别上启用或禁用着色器通道。 |
| SetTexture | 设置指定的纹理。 |
| SetTextureOffset | Sets the placement offset of a given texture. The name parameter is defined in the shader. This method creates a new Material instance. |
| SetTextureScale | 设置纹理 propertyName 的位置缩放。 |
| SetVector | 设置指定的向量值。 |
| SetVectorArray | 设置向量数组属性。 |
| GetInstanceID | Gets the instance ID of the object. |
| ToString | 返回对象的名称。 |
| Destroy | 移除 GameObject、组件或资源。 |
| DestroyImmediate | 立即销毁对象 /obj/。强烈建议您改用 Destroy。 |
| DontDestroyOnLoad | 在加载新的 Scene 时,请勿销毁 Object。 |
| FindAnyObjectByType | Retrieves any active loaded object of Type type. |
| FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
| FindObjectOfType | 返回第一个类型为 type 的已加载的激活对象。 |
| FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
| FindObjectsOfType | Gets a list of all loaded objects of Type type. |
| Instantiate | 克隆 original 对象并返回克隆对象。 |
| bool | 该对象是否存在? |
| operator != | 比较两个对象是否引用不同的对象。 |
| operator == | 比较两个对象引用,判断它们是否引用同一个对象。 |