Version: 2021.3
Language : English
Physically Based Rendering Material Validator
Visual effects

Using materials with C# scripts

All the parameters of a material asset that you see in the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary
window are accessible via script, giving you the power to change or animate how a material works at runtime.

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 Use
SetColor Change the color of a material (Eg. the albedo tint color)
SetFloat Set a floating point value (Eg. the normal map multiplier)
SetInteger Set an integer value in the material
SetTexture Assign a new texture to the material

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 ShaderA program that runs on the GPU. More info
See in Glossary
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.

Physically Based Rendering Material Validator
Visual effects