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How to Change the Emissive Color of the Material

Discussion in 'Scripting' started by Alexander21, Oct 26, 2017.

  1. Alexander21

    Alexander21

    Joined:
    Dec 14, 2015
    Posts:
    275
    Hi All

    I am trying to change the Emissive Color of the Materail . I am using the below code.


    Code (CSharp):
    1. public material  mat;
    2.  
    3. public void Start()
    4. {
    5. mat.EnableKeyword("_EMISSION");
    6. mat.SetColor("_EmisColor",,Color.red);
    7. }
    The shader of the material is Legacy Shader/transparent/vertextlit.

    but the emissive color is not changed. Could any one Help me....
     
  2. fire7side

    fire7side

    Joined:
    Oct 15, 2012
    Posts:
    1,819
    N00MKRAD likes this.
  3. LiterallyJeff

    LiterallyJeff

    Joined:
    Jan 21, 2015
    Posts:
    2,767
    This is that shader from the unity built-in shaders:
    Code (CSharp):
    1. // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
    2.  
    3. Shader "Legacy Shaders/Transparent/VertexLit" {
    4.     Properties {
    5.         _Color ("Main Color", Color) = (1,1,1,1)
    6.         _SpecColor ("Spec Color", Color) = (1,1,1,0)
    7.         _Emission ("Emissive Color", Color) = (0,0,0,0)
    8.         _Shininess ("Shininess", Range (0.1, 1)) = 0.7
    9.         _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
    10.     }
    11.  
    12.     SubShader {
    13.         Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
    14.         LOD 100
    15.  
    16.         ZWrite Off
    17.         Blend SrcAlpha OneMinusSrcAlpha
    18.         ColorMask RGB
    19.  
    20.         // Non-lightmapped
    21.         Pass {
    22.             Tags { "LightMode" = "Vertex" }
    23.             Material {
    24.                 Diffuse [_Color]
    25.                 Ambient [_Color]
    26.                 Shininess [_Shininess]
    27.                 Specular [_SpecColor]
    28.                 Emission [_Emission]
    29.             }
    30.             Lighting On
    31.             SeparateSpecular On
    32.             SetTexture [_MainTex] {
    33.                 Combine texture * primary DOUBLE, texture * primary
    34.             }
    35.         }
    36.  
    37.         // Lightmapped, encoded as dLDR
    38.         Pass {
    39.             Tags { "LightMode" = "VertexLM" }
    40.  
    41.             BindChannels {
    42.                 Bind "Vertex", vertex
    43.                 Bind "normal", normal
    44.                 Bind "texcoord1", texcoord0 // lightmap uses 2nd uv
    45.                 Bind "texcoord", texcoord1 // main uses 1st uv
    46.             }
    47.             SetTexture [unity_Lightmap] {
    48.                 matrix [unity_LightmapMatrix]
    49.                 constantColor [_Color]
    50.                 combine texture * constant
    51.             }
    52.             SetTexture [_MainTex] {
    53.                 combine texture * previous DOUBLE, texture * primary
    54.             }
    55.         }
    56.  
    57.         // Lightmapped, encoded as RGBM
    58.         Pass {
    59.             Tags { "LightMode" = "VertexLMRGBM" }
    60.  
    61.             BindChannels {
    62.                 Bind "Vertex", vertex
    63.                 Bind "normal", normal
    64.                 Bind "texcoord1", texcoord0 // lightmap uses 2nd uv
    65.                 Bind "texcoord1", texcoord1 // unused
    66.                 Bind "texcoord", texcoord2 // main uses 1st uv
    67.             }
    68.  
    69.             SetTexture [unity_Lightmap] {
    70.                 matrix [unity_LightmapMatrix]
    71.                 combine texture * texture alpha DOUBLE
    72.             }
    73.             SetTexture [unity_Lightmap] {
    74.                 constantColor [_Color]
    75.                 combine previous * constant
    76.             }
    77.             SetTexture [_MainTex] {
    78.                 combine texture * previous QUAD, texture * primary
    79.             }
    80.         }
    81.     }
    82. }
    As you can see, the property name is "_Emission".
     
  4. Alexander21

    Alexander21

    Joined:
    Dec 14, 2015
    Posts:
    275
    Thanks fire7Side & jeffreyschoch for your post...... The propery name _Emission is Correct........
     
    N00MKRAD likes this.
  5. siddharth3322

    siddharth3322

    Joined:
    Nov 29, 2013
    Posts:
    868
    I was getting this kind of error while trying to get color:

    emission_error.png

    This kind of code, I have used:
    Code (CSharp):
    1.  Color startCol = myMaterial.GetColor("_Emission");
    2.  
    3. myMaterial.SetColor("_Emission", startCol * new Color(1f, 1f, 1f, 1f - i));
     
  6. azevedco

    azevedco

    Joined:
    Mar 2, 2014
    Posts:
    10
    As i'm working in HDRP, not sure if it differs per pipeline, I use "_EmissiveColor" when changing the emissive color of a material.
     
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