Unity - Scripting API: Material.SetMatrix

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Declaration

public void SetMatrix(string name, Matrix4x4 value);

Declaration

public void SetMatrix(int nameID, Matrix4x4 value);

Parameters

Parameter Description
nameID Property name ID, use Shader.PropertyToID to get it.
name Property name, e.g. "_CubemapRotation".
value Matrix value to set.

Description

Sets a named matrix for the shader.

// Use this shader on an object together with the above example script.
// The shader transforms texture coordinates with a matrix set from a script.
Shader "RotatingTexture"
{
    Properties
    {
        _MainTex ("Base (RGB)", 2D) = "white" {}
    }
    SubShader
    {
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

struct v2f { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; };

float4x4 _TextureRotation;

v2f vert (float4 pos : POSITION, float2 uv : TEXCOORD0) { v2f o; o.pos = UnityObjectToClipPos(pos); o.uv = mul(_TextureRotation, float4(uv,0,1)).xy; return o; }

sampler2D _MainTex; fixed4 frag (v2f i) : SV_Target { return tex2D(_MainTex, i.uv); } ENDCG } } }