(→Members) |
(Added SetFloat, GetFloat, SetColor x2, SetColor32, SetInt, GetInt) |
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==Members== | ==Members== | ||
− | {{ScriptFunction|void|SetFloat|(string name, float value);|Sets a shader property to value}} | + | {{ScriptFunction|void|SetFloat|(string name, float value);|Sets a shader property to value|5= |
− | {{ScriptFunction|void|SetColor|(string name, float r, float g, float b, float a);|Sets a shader colour to value (HDR variant, 0..1 values)}} | + | ''-- Let's set the Metallic property to 0.75:''<br> |
− | {{ScriptFunction|void|SetColor32|(string name, byte r, byte g, byte b, byte a);|Sets a shader colour to value (32-bit, 0..255 values)}} | + | local obj = Space.Host.ExecutingObject;<br> |
− | {{ScriptFunction|void|SetInt|(string name, int value);|Sets a shader property to value}} | + | obj.Renderer.Material.SetFloat("_Metallic", 0.75);}} |
+ | |||
+ | {{ScriptFunction|float|GetFloat|(string name);|Gets the current value of a shader property.|5= | ||
+ | ''-- Let's find out the current Glosiness level''<br> | ||
+ | local obj = Space.Host.ExecutingObject;<br> | ||
+ | Space.Log(obj.Renderer.Material.GetFloat("_Glossiness"));<br> | ||
+ | ''-- prints "0.5" (by default) to the console.''}} | ||
+ | |||
+ | {{ScriptFunction|void|SetColor|(string name, SColor color);|Sets a shader colour to the required one.|5= | ||
+ | ''-- Let's change the Color to red:''<br> | ||
+ | local obj = Space.Host.ExecutingObject;<br> | ||
+ | local newColor = Color.New(1, 0, 0, 1);<br> | ||
+ | obj.Renderer.Material.SetColor("_Color", newColor);}} | ||
+ | |||
+ | {{ScriptFunction|void|SetColor|(string name, float r, float g, float b, float a);|Sets a shader colour to value (HDR variant, 0..1 values)|5= | ||
+ | ''-- Let's change the Color to purple:''<br> | ||
+ | local obj = Space.Host.ExecutingObject;<br> | ||
+ | obj.Renderer.Material.SetColor("_Color", 0.5,0,0.5,1);}} | ||
+ | |||
+ | {{ScriptFunction|void|SetColor32|(string name, byte r, byte g, byte b, byte a);|Sets a shader colour to value (32-bit, 0..255 values)|5= | ||
+ | ''-- Let's change the Color to light blue:''<br> | ||
+ | local obj = Space.Host.ExecutingObject;<br> | ||
+ | obj.Renderer.Material.SetColor32("_Color", 53,172,232,255);}} | ||
+ | |||
+ | {{ScriptFunction|void|SetInt|(string name, int value);|Sets a shader property to value. This can be a convenient way to work with Boolean values.|5= | ||
+ | ''-- For example, let's disable Specular Highlights (enabled by default in the Standard shader):''<br> | ||
+ | local obj = Space.Host.ExecutingObject;<br> | ||
+ | obj.Renderer.Material.SetInt("_SpecularHighlights", 0);}} | ||
+ | |||
+ | {{ScriptFunction|int|GetInt|(string name);|Gets the current value of a shader property. This can be a convenient way to work with Boolean values.|5= | ||
+ | ''-- Let's find out if the Reflections property is enabled:''<br> | ||
+ | local obj = Space.Host.ExecutingObject;<br> | ||
+ | Space.Log(obj.Renderer.Material.GetInt("_GlossyReflections"));<br> | ||
+ | ''-- prints "1" (by default) to the console, which means that the Reflections property is indeed enabled.''}} | ||
+ | |||
{{ScriptFunction|void|SetTexture|(string name, SResource texture);|Sets a object's specified texture map (specified in parameter 1) to the texture provided as a resource in parameter #2. The example script must be in a object with a '_MainTex' map, and that object should be set as a resource on the scripting runtime. Additionally, that object should be called 'dispobj'.<br><br>note also that this function can be used to set any of the texture maps by varying the value of the first parameter accordingly.|5 = function hithere()<br> | {{ScriptFunction|void|SetTexture|(string name, SResource texture);|Sets a object's specified texture map (specified in parameter 1) to the texture provided as a resource in parameter #2. The example script must be in a object with a '_MainTex' map, and that object should be set as a resource on the scripting runtime. Additionally, that object should be called 'dispobj'.<br><br>note also that this function can be used to set any of the texture maps by varying the value of the first parameter accordingly.|5 = function hithere()<br> | ||
image = "mrlee.jpg"<br> | image = "mrlee.jpg"<br> |
The SMaterial class provides a wrapper around Materials used for rendering
Sets a shader property to value
local obj = Space.Host.ExecutingObject;
Gets the current value of a shader property.
local obj = Space.Host.ExecutingObject;
Space.Log(obj.Renderer.Material.GetFloat("_Glossiness"));
Sets a shader colour to the required one.
local obj = Space.Host.ExecutingObject;
local newColor = Color.New(1, 0, 0, 1);
Sets a shader colour to value (HDR variant, 0..1 values)
local obj = Space.Host.ExecutingObject;
Sets a shader colour to value (32-bit, 0..255 values)
local obj = Space.Host.ExecutingObject;
Sets a shader property to value. This can be a convenient way to work with Boolean values.
local obj = Space.Host.ExecutingObject;
Gets the current value of a shader property. This can be a convenient way to work with Boolean values.
local obj = Space.Host.ExecutingObject;
Space.Log(obj.Renderer.Material.GetInt("_GlossyReflections"));
Sets a object's specified texture map (specified in parameter 1) to the texture provided as a resource in parameter #2. The example script must be in a object with a '_MainTex' map, and that object should be set as a resource on the scripting runtime. Additionally, that object should be called 'dispobj'.
note also that this function can be used to set any of the texture maps by varying the value of the first parameter accordingly.
image = "mrlee.jpg"end
server = "https://middleware.systems/"
obj = Space.Host.GetReference("dispobj")
resrc = Space.WebServices.GetImage(server .. image)
obj.Renderer.Material.SetTexture("_MainTex", resrc)
Sets a texture offset to a value. IF USING FOR SCROLLING ANIMATION PLEASE US A ANIMATION NOT A SCRIPT
Sets a texture scale to a value. IF USING FOR SCROLLING ANIMATION PLEASE US A ANIMATION NOT A SCRIPT
Sets a shader property to value
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