API

The following section describes the exposed properties of the shader. You can use these properties to change the shader options dynamically from your own scripts.

_MainTex

The main (albedo/color) texture used by the shader. See Albedo Texture for more information.

Usage

With material being the material of the object's mesh renderer, and newTexture being the albedo texture you would like to apply to the object, set the value like so:
material.SetTexture("_MainTex", newTexture);
and read it like so:
Texture texture = material.GetTexture("_MainTex");

_BaseColor

An additional color multiplied with the one already present in the albedo texture. See Albedo Color for more information.

Usage

With material being the material of the object's mesh renderer, and newColor being the albedo color you would like to apply to the object, set the value like so:
material.SetColor("_BaseColor", newColor);
and read it like so:
Color color = material.GetColor("_BaseColor");

_AlphaCutoff

The alpha cutoff threshold value. See Alpha Cutoff for more information.

Usage

With material being the material of the object's mesh renderer, and newCutoff being the cutoff value you would like to apply to the object, set the value like so:
material.SetFloat("_AlphaCutoff", newCutoff);
and read it like so:
float cutoff = material.GetFloat("_AlphaCutoff");

_AmbientOcclusion

A value between 0 and 1 that controls how much ambient (indirect) light reaches the surface. See Ambient Occlusion for more information.

Usage

With material being the material of the object's mesh renderer, and newAmbientOcclusion being the ambient occlusion value you would like to apply to the object, set the value like so:
material.SetFloat("_AmbientOcclusion", newAmbientOcclusion);
and read it like so:
float occlusion = material.GetFloat("_AmbientOcclusion");

_MetallicMap

The metallic map. See Metallic Map for more information.

Usage

With material being the material of the object's mesh renderer, and newMap being the metallic map you would like to apply to the object, set the value like so:
material.SetTexture("_MetallicMap", newMap);
and read it like so:
Texture metallicMap = material.GetTexture("_MetallicMap");

_Metallic

The metallic value applied on top of the metallic map. See Metallic for more information.

Usage

With material being the material of the object's mesh renderer, and newMetallic being the metallic value you would like to apply to the object, set the value like so:
material.SetFloat("_Metallic", newMetallic);
and read it like so:
float metallic = material.GetFloat("_Metallic");

_NormalMap

The normal (bump) map. See Normal Map for more information.

Usage

With material being the material of the object's mesh renderer, and newMap being the normal map you would like to apply to the object, set the value like so:
material.SetTexture("_NormalMap", newMap);
and read it like so:
Texture normalMap = material.GetTexture("_NormalMap");

_NormalStrength

The strength of the normal map. See Normal Strength for more information.

Usage

With material being the material of the object's mesh renderer, and newStrength being the normal strength value you would like to apply to the object, set the value like so:
material.SetFloat("_NormalStrength", newStrength);
and read it like so:
float strength = material.GetFloat("_NormalStrength");

_PrimaryEmissionMap

The primary emission map. See Primary Emission Map for more information.

Usage

With material being the material of the object's mesh renderer, and newMap being the emission map you would like to apply to the object, set the value like so:
material.SetTexture("_PrimaryEmissionMap", newMap);
and read it like so:
Texture emissionMap = material.GetTexture("_PrimaryEmissionMap");

_PrimaryEmissionColor

The HDR color of the primary emission. See Primary Emission Color for more information.

Usage

With material being the material of the object's mesh renderer, and newColor being the emission color you would like to apply to the object, set the value like so:
material.SetColor("_PrimaryEmissionColor", newColor);
and read it like so:
Color color = material.GetColor("_PrimaryEmissionColor");

_PrimaryEmissionExtraIntensity

An additional intensity value that makes the primary emission stronger than the HDR color alone allows. See Primary Emission Extra Intensity for more information.

Usage

With material being the material of the object's mesh renderer, and newIntensity being the extra intensity value you would like to apply to the object, set the value like so:
material.SetFloat("_PrimaryEmissionExtraIntensity", newIntensity);
and read it like so:
float intensity = material.GetFloat("_PrimaryEmissionExtraIntensity");

_SecondaryEmissionMap

The secondary emission map. See Secondary Emission Map for more information.

Usage

With material being the material of the object's mesh renderer, and newMap being the emission map you would like to apply to the object, set the value like so:
material.SetTexture("_SecondaryEmissionMap", newMap);
and read it like so:
Texture emissionMap = material.GetTexture("_SecondaryEmissionMap");

_SecondaryEmissionColor

The HDR color of the secondary emission. See Secondary Emission Color for more information.

Usage

With material being the material of the object's mesh renderer, and newColor being the emission color you would like to apply to the object, set the value like so:
material.SetColor("_SecondaryEmissionColor", newColor);
and read it like so:
Color color = material.GetColor("_SecondaryEmissionColor");

_SecondaryEmissionExtraIntensity

An additional intensity value that makes the secondary emission stronger than the HDR color alone allows. See Secondary Emission Extra Intensity for more information.

Usage

With material being the material of the object's mesh renderer, and newIntensity being the extra intensity value you would like to apply to the object, set the value like so:
material.SetFloat("_SecondaryEmissionExtraIntensity", newIntensity);
and read it like so:
float intensity = material.GetFloat("_SecondaryEmissionExtraIntensity");

_MainTex _BaseColor _AlphaCutoff _AmbientOcclusion _MetallicMap _Metallic _NormalMap _NormalStrength _PrimaryEmissionMap _PrimaryEmissionColor _PrimaryEmissionExtraIntensity _SecondaryEmissionMap _SecondaryEmissionColor _SecondaryEmissionExtraIntensity