本文整理汇总了C#中UnityEngine.Material.SetColor方法的典型用法代码示例。如果您正苦于以下问题:C# Material.SetColor方法的具体用法?C# Material.SetColor怎么用?C# Material.SetColor使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类UnityEngine.Material
的用法示例。
在下文中一共展示了Material.SetColor方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: GenerateWireframeMeshsAndMaterials
private void GenerateWireframeMeshsAndMaterials() {
foreach (MeshNMaterial subObj in subObjects) {
//添加AmazingWireframeGenerator
subObj.gameObject.AddComponent<TheAmazingWireframeGenerator>();
for (int i = 0;i < subObj.originalMaterials.Length;i++) {
Material wireframeNoTexMat = new Material(
Shader.Find("VacuumShaders/The Amazing Wireframe/Unlit/NoTex"));
wireframeNoTexMat.SetColor("_Color", subObj.originalMaterials[i].GetColor("_Color"));
wireframeNoTexMat.EnableKeyword("V_WIRE_ANTIALIASING_ON");
wireframeNoTexMat.EnableKeyword("V_WIRE_LIGHT_ON");
subObj.wireframeNoTexMaterials[i] = wireframeNoTexMat;
Material wireframeTexMat = new Material(
Shader.Find("VacuumShaders/The Amazing Wireframe/Deferred/Bumped Specular"));
wireframeTexMat.SetColor("_Color", subObj.originalMaterials[i].GetColor("_Color"));
if (subObj.originalMaterials[i].HasProperty("_SpecColor"))
wireframeTexMat.SetColor("_SpecColor", subObj.originalMaterials[i].GetColor("_SpecColor"));
if (subObj.originalMaterials[i].HasProperty("_Shininess"))
wireframeTexMat.SetFloat("_Shininess", subObj.originalMaterials[i].GetFloat("_Shininess"));
wireframeTexMat.SetTexture("_MainTex", subObj.originalMaterials[i].GetTexture("_MainTex"));
if (subObj.originalMaterials[i].HasProperty("_BumpMap"))
wireframeTexMat.SetTexture("_BumpMap", subObj.originalMaterials[i].GetTexture("_BumpMap"));
wireframeTexMat.EnableKeyword("V_WIRE_ANTIALIASING_ON");
wireframeTexMat.EnableKeyword("V_WIRE_LIGHT_ON");
subObj.wireframeTexMaterials[i] = wireframeTexMat;
}
}
}
示例2: PathController
public PathController(QueryTool tool)
{
queryTool = tool;
currentHighlightType = HighlightType.None;
Config.instance.eventConfigChanged += () => { OnConfigChanged(); };
Log.info("Load Line Material...");
Color red = new Color(1, 0, 0);
Color gold = new Color(1, 0.9f, 0);
string lineShader = ResourceLoader.loadResourceString("Materials/Shaders/TransparentVertexLit.shader");
lineMaterial = new Material(lineShader);
lineMaterial.color = red;
lineMaterial.SetColor("_Emission", red);
lineMaterial.SetColor("_SpecColor", Color.black); //Disable shine effect
lineMaterial.mainTexture = ResourceLoader.loadTexture("Materials/NewSkin.png");
lineMaterial.renderQueue = 100;
lineMaterialHighlight = new Material(lineMaterial);
lineMaterialHighlight.color = gold;
lineMaterialHighlight.SetColor("_Emission", gold);
lineMaterial.renderQueue = 101;
Texture pin = ResourceLoader.loadTexture("Materials/Pin.png");
activeSegmentIndicator = Billboard.Create(Billboard.CreateSpriteMaterial(pin, Color.green));
vehicleIndicator = Billboard.CreateSpriteMaterial(pin, red);
vehicleIndicatorHighlight = Billboard.CreateSpriteMaterial(pin, gold);
Log.debug("PathController initialized");
}
示例3: Awake
void Awake()
{
material = new Material(Shader.Find("Hidden/ChannelMixer"));
material.SetColor("_R", RGB[0, 0]);
material.SetColor("_G", RGB[0, 1]);
material.SetColor("_B", RGB[0, 2]);
}
示例4: Start
void Start()
{
var granny = GameObject.Find("Granny");
if (granny != null)
{
grannyCollider = granny.GetComponent<Collider2D>();
itemUse = granny.GetComponent<ItemUse>();
}
var spriteRenderer = GetComponent<SpriteRenderer>();
if (materials == null)
{
var effectsCount = Enum.GetNames(typeof(Effect)).Length;
materials = new Material[effectsCount];
materials[0] = spriteRenderer.material;
for (int i = 1; i < effectsCount; i++)
{
var randomMaterial = new Material(spriteRenderer.material);
randomMaterial.SetColor("_ColorR", Utils.RandomHueColor());
randomMaterial.SetColor("_ColorG", Utils.RandomHueColor());
randomMaterial.SetColor("_ColorB", Color.white);
materials[i] = randomMaterial;
}
}
spriteRenderer.material = getMaterial(PillEffect);
}
示例5: Awake
void Awake()
{
material = new Material( Shader.Find("Hidden/Gradient") );
material.SetColor("_ColorA", colorA);
material.SetColor("_ColorB", colorB);
material.SetColor("_ColorC", colorC);
}
示例6: Start
void Start () {
if(PlayerPrefs.GetInt(Application.loadedLevelName + "Door" + id) == 0){
open = false;
}else{
open = true;
}
mat = GetComponent<MeshRenderer>().material;
if(bodenschalter.Length == 1){
onColor = bodenschalter[0].onColor;
offColor = bodenschalter[0].offColor;
}
if(open){
mat.SetColor("_Color", onColor);
}else{
mat.SetColor("_Color", offColor);
}
switch(openDirection){
case DoorDirection.UP: endpos = transform.position + transform.up*openDistance*5.5f; break;
case DoorDirection.DOWN: endpos = transform.position - transform.up*openDistance*5.5f; break;
case DoorDirection.LEFT: endpos = transform.position - transform.right*openDistance*5.5f; break;
case DoorDirection.FWD: endpos = transform.position + transform.forward*openDistance*5.5f; break;
case DoorDirection.BWD: endpos = transform.position - transform.forward*openDistance*5.5f; break;
default: endpos = transform.position + transform.right*openDistance*5.5f; break;
}
startpos = transform.position;
}
示例7: Start
// Use this for initialization
void Start()
{
//countdown = transform.parent.parent.GetComponent<Countdown>();
countdown = transform.parent.GetComponent<Countdown>();
renderer = GetComponent<Renderer>();
material = renderer.material;
if (red) {
material.SetColor("_EmissionColor", Color.grey);
myColor = Color.red;
signal = Countdown.signal.RED;
}
if (yellow) {
material.SetColor("_EmissionColor", Color.grey);
myColor = Color.yellow;
signal = Countdown.signal.YELLOW;
}
if (green) {
material.SetColor("_EmissionColor", Color.grey);
myColor = Color.green;
signal = Countdown.signal.GREEN;
}
material.SetFloat("_EmissionScaleUI", 0.1f);
}
示例8: BallDestroy
//ball is destoryed because it got stuck in the wall
void BallDestroy()
{
Material particleColor = new Material(shotColor);
if (colorShot == 0)//if ball is green increase greenshots by one
{
gVar.greenShots++;
particleColor.SetColor("_EmissionColor", GREEN);
}
else if (colorShot == 1)
{
gVar.redShots++;
particleColor.SetColor("_EmissionColor", RED);
}
else if (colorShot == 2)
{
gVar.blueShots++;
particleColor.SetColor("_EmissionColor", BLUE);
}
else if (colorShot == 3)
{
gVar.purpleShots++;
particleColor.SetColor("_EmissionColor", PURPLE);
}
GameObject particles = (GameObject)Instantiate(ballParticleSystem, this.GetComponent<Transform>().position, Quaternion.identity);
particles.GetComponent<Renderer>().material = particleColor;
Destroy(particles, 0.5f);
Destroy(gameObject);
}
示例9: Test
IEnumerator Test( Material mat, Color newColor )
{
Color orgColor = mat.GetColor("_EmissionColor");
mat.SetColor("_EmissionColor", newColor);
yield return new WaitForSeconds(0.5f);
mat.SetColor("_EmissionColor", orgColor);
}
示例10: ChangeColor
/// <summary>
/// Changes the color of the given material
/// </summary>
/// <param name="material"></param>
/// <param name="color"></param>
public IEnumerator ChangeColor(Material material, Color color, float seconds)
{
Color currentColor = material.GetColor("_EmissionColor");
material.SetColor("_EmissionColor", color);
yield return new WaitForSeconds(seconds);
// Reset color to initial one
if (seconds > 0) { material.SetColor("_EmissionColor", currentColor); }
}
示例11: Start
public void Start()
{
fxRes = GetComponent<IndieEffects>();
mat = new Material(shader);
mat.SetColor("_Lift", Lift);
mat.SetFloat("_LiftB", Mathf.Clamp(LiftBright, 0f, 2f));
mat.SetColor("_Gamma", Gamma);
mat.SetFloat("_GammaB", Mathf.Clamp(GammaBright, 0f, 2f));
mat.SetColor("_Gain", Gain);
mat.SetFloat("_GainB", Mathf.Clamp(GainBright, 0f, 2f));
}
示例12: attackobject
// Update is called once per frame
IEnumerator attackobject() {
yield return new WaitForEndOfFrame();
mat = transform.GetChild(0).gameObject.GetComponent<MeshRenderer>().material;
while (true)
{
mat.SetColor("_TintColor",new Color(0.3f,0.3f,0.3f));
yield return new WaitForSeconds(Random.value/10);
mat.SetColor("_TintColor", new Color(0.5f, 0.5f, 0.5f));
yield return new WaitForSeconds(Random.value);
}
}
示例13: Start
void Start () {
mat = GetComponentInChildren<MeshRenderer>().material;
if(bodenschalter.Length > 0){
onColor = bodenschalter[0].onColor;
offColor = bodenschalter[0].offColor;
}
if(on){
mat.SetColor("_Color", onColor);
}else{
mat.SetColor("_Color", offColor);
}
}
示例14: FadeIn
//fades the buttons in as well
IEnumerator FadeIn(Material material, float fadeSpeed)
{
Color tempColor = material.color;
tempColor.a = 0;
material.SetColor ("_Color", tempColor);
while (material.color.a < 1) {
tempColor.a += fadeSpeed;
material.SetColor ("_Color", tempColor);
yield return null;
}
}
示例15: _FadeOut
protected IEnumerator _FadeOut(Material m, float time)
{
var c = m.GetColor(Outline);
var startAlpha = c.a;
var start = Time.time;
var end = start + time;
while(Time.time <= end) {
var progress = Mathf.InverseLerp(start, end, Time.time);
var alpha = Mathf.Lerp(startAlpha, 0, progress);
m.SetColor(Outline, SetAlpha(c, alpha));
yield return new WaitForEndOfFrame();
}
m.SetColor(Outline, SetAlpha(c, 0));
_fadingOut.Remove(m);
}