The following example demonstrates how to use MaterialPropertyBlock objects to set per-instance data for a group of GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary at runtime. It sets the _Color
property from the above shaderA program that runs on the GPU. More info
See in Glossary examples to a random color.
Important: MaterialPropertyBlocks break SRP Batcher compatibility. For more information, see GPU instancing: Requirements and Compatibility.
using UnityEngine;
public class MaterialPropertyBlockExample : MonoBehaviour
{
public GameObject[] objects;
void Start()
{
MaterialPropertyBlock props = new MaterialPropertyBlock();
MeshRenderer renderer;
foreach (GameObject obj in objects)
{
float r = Random.Range(0.0f, 1.0f);
float g = Random.Range(0.0f, 1.0f);
float b = Random.Range(0.0f, 1.0f);
props.SetColor("_Color", new Color(r, g, b));
renderer = obj.GetComponent<MeshRenderer>();
renderer.SetPropertyBlock(props);
}
}
}