材质类。
此类公开材质的所有属性,供您动画化这些属性。
还可以使用它设置无法通过 Inspector 访问的自定义
着色器属性(例如矩阵)。
若要获取对象使用的材质,请使用 Renderer.material 属性。
另请参阅:Materials、Shaders。
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. |
Material |
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. |
FindObjectsByType | Retrieves 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。 |