API

The following section describes the exposed properties of the shader. You can use those properties to dynamically change various shader options 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 sprite 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

The albedo color of the texture. See Albedo Color for more information.

Usage

With material being the material of the object's sprite 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");

_Cutoff

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

Usage

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

_EmissionColor

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

Usage

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

_EmissionExtraIntensity

An additional intensity value for finer control of the emission. See Emission Extra Intensity for more information.

Usage

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

_WaveController

The controller value for the wave effect. See Wave Controller for more information.

Usage

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

_WaveThickness

The thickness of the wave See Wave Thickness for more information.

Usage

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

_WaveStrength

The overall feel of the wave. See Wave Strength for more information.

Usage

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

_MainTex _BaseColor _Cutoff _EmissionColor _EmissionExtraIntensity _WaveController _WaveThickness _WaveStrength