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Question by mohebalMahdi · Aug 01, 2018 at 01:45 PM · shadershader programmingshader writing

Shader property per object

Hi . I write a simple shader and it's have some property; I want to create one material and each object has been different property (for example when you create a sprite material , each object has different texture)

at first I just use [PerRenderData] but it doesn't work (when I change an object's material property , it's effected on other objects with same material )

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Answer by _dns_ · Aug 01, 2018 at 02:06 PM

Hi, MaterialPropertyBlock can solve this problem (https://docs.unity3d.com/ScriptReference/MaterialPropertyBlock.html) It can hold properties values and be passed to a Renderer.

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avatar image mohebalMahdi · Aug 01, 2018 at 02:13 PM 0
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it's good but I wan't change and preview properties in edit mode

avatar image _dns_ mohebalMahdi · Aug 01, 2018 at 02:26 PM 0
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There might be other way to do it but here is what I did for a similar problem: On the objects that need different shader properties, I use the ExecuteInEdit$$anonymous$$ode attribute a the component that manages those shader properties. Doing so, OnEnable (and Update) are called in the Editor too. Creating and assigning a $$anonymous$$aterialPropertyBloc during those callbacks in the Editor works well. You just have to be careful to separate your Editor and player/runtime code, using #if UNITY_EDITOR and Application.IsPlaying.

avatar image mohebalMahdi _dns_ · Aug 01, 2018 at 04:38 PM 0
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good answer

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