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Unity Engine


SetMatrix

Sets a named matrix for the shader.
Read time 2 minutesLast updated 5 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

SetMatrix(string, Matrix4x4)

Sets a named matrix for the shader.
public void SetMatrix(string name, Matrix4x4 value)

Parameters

name

Property name, e.g. "_CubemapRotation".

Matrix value to set.

Remarks

This is mostly used with custom shaders that need extra matrix parameters. Matrix parameters are not exposed in the material inspector, but can be set and queried with
SetMatrix
and
GetMatrix
from scripts.

Examples

using UnityEngine;public class ExampleClass : MonoBehaviour{ // Attach to an object that has a Renderer component, // and use material with the shader below. public float rotateSpeed = 30f; public void Update() { // Construct a rotation matrix and set it for the shader Quaternion rot = Quaternion.Euler(0, 0, Time.time * rotateSpeed); Matrix4x4 m = Matrix4x4.TRS(Vector3.zero, rot, Vector3.one); GetComponent<Renderer>().material.SetMatrix("_TextureRotation", m); }}
// 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 } }}

SetMatrix(int, Matrix4x4)

Sets a named matrix for the shader.
public void SetMatrix(int nameID, Matrix4x4 value)

Parameters

nameID

Property name ID, use Shader.PropertyToID to get it.

Matrix value to set.

Remarks

This is mostly used with custom shaders that need extra matrix parameters. Matrix parameters are not exposed in the material inspector, but can be set and queried with
SetMatrix
and
GetMatrix
from scripts.

Examples

using UnityEngine;public class ExampleClass : MonoBehaviour{ // Attach to an object that has a Renderer component, // and use material with the shader below. public float rotateSpeed = 30f; public void Update() { // Construct a rotation matrix and set it for the shader Quaternion rot = Quaternion.Euler(0, 0, Time.time * rotateSpeed); Matrix4x4 m = Matrix4x4.TRS(Vector3.zero, rot, Vector3.one); GetComponent<Renderer>().material.SetMatrix("_TextureRotation", m); }}
// 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 } }}