Version: 2022.3
언어: 한국어
물리 기반 렌더링 머티리얼 유효성 검사
Material Variants

C# 스크립트로 머티리얼 사용

인스펙터 창에 표시되는 머티리얼 에셋의 모든 파라미터는 스크립트를 통해 액세스할 수 있으며 런타임 시 머티리얼의 작동 방식을 변경하거나 애니메이션화할 수 있는 권한을 부여합니다.

This allows you to modify numeric values on the material, change colours, and swap textures dynamically during gameplay. Some of the most commonly used methods to do this are:

Method Name 용도
SetColor 머티리얼의 컬러 변경(예: 알베도 틴트 컬러)
SetFloat 부동 소수점 값 설정(예: 노멀 맵 멀티플라이어)
SetInteger 머티리얼의 정수 값 설정
SetTexture 머티리얼에 새 텍스처 할당

The full set of methods available for manipulating materials via script can be found on the Material class scripting reference.

One important note is that these methods only set properties that are available for the current Shader object on the material. This means that if you have a shader that doesn’t use any textures, or if you have no shader bound at all, calling SetTexture will have no effect. This is true even if you later set a shader that needs the texture. For this reason it is recommended to set the shader you want before setting any properties. However, after you have set the shader you can switch from one shader to another that use the same textures or properties and values will be preserved.

These methods work as you would expect for all simple shaders such as the legacy shaders, and the built-in shaders other than the Standard Shader (for example, the particle, sprite, UI and unlit shaders). For a material using the Standard Shader however, there are some further requirements which you must be aware of before being able to fully modify the material.

물리 기반 렌더링 머티리얼 유효성 검사
Material Variants
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