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Question by evilzombie · Mar 27, 2014 at 03:57 PM · shadertexturechange

How to: Create shader and copy texture?

Hello,

My gameObject has a VertexLit Shader, but I want to switch to a Mobile Unlit Shader, with code. I tried this:

 var MOBILEUNLIT : Shader = Shader.Find("Mobile/Unlit");
 var TEXTUREIMAGE:Texture=renderer.material.mainTexture;
 renderer.material.shader = MOBILEUNLIT;
 renderer.material.mainTexture=TEXTUREIMAGE;

As you can see I am attempting to preserve the image in the Base (RGB) texture.

However, the object turns pink? What am I doing wrong?

Thank you kindly for any help.

EDIT: got it to work like this thanks to Professor Snake:

 var TEXTUREIMAGE:Texture=SOME_GAME_OBJECT.renderer.material.mainTexture;
 var MOBILEUNLIT:Material = new Material (Shader.Find("Mobile/Unlit (Supports Lightmap)"));
 MOBILEUNLIT.mainTexture=TEXTUREIMAGE;
 SOME_GAME_OBJECT.renderer.material=MOBILEUNLIT;
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Answer by Professor Snake · Mar 27, 2014 at 03:58 PM

You can instead have two materials and copy the properties between them.

 var vertexLitMaterial:Material=renderer.material;
 var unlitMaterial:Material;
 
 unlitMaterial.mainTexture=vertexLitMaterial.mainTexture;
 renderer.material=unlitMaterial;
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avatar image evilzombie · Mar 27, 2014 at 04:09 PM 0
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Thank you, but I was hoping to avoid having another object with another material.

Is there no way to create a shader and attach the texture like I posted?

avatar image Professor Snake · Mar 27, 2014 at 04:10 PM 0
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You don't need to have another object. All you need to have is the material and reference it from the script.

avatar image evilzombie · Mar 27, 2014 at 04:23 PM 0
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Correct, however how do I do it without a material already created?

Can't I:

  1. Create new shader with code

  2. Assign image from other material to that shader

  3. Apply new shader/texture to object

?

avatar image Professor Snake · Mar 27, 2014 at 04:47 PM 0
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You can create the shader and then create a new material with that shader with the $$anonymous$$aterial(shader:Shader) constructor.

So basically:

 var myShader:Shader;
 var unlit$$anonymous$$aterial=new $$anonymous$$aterial(myShader);


avatar image evilzombie · Mar 27, 2014 at 04:53 PM 0
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Thank you, I got it working, and posted my code. I will upvote your answer once I get enough rep. $$anonymous$$uch respect!

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Answer by evilzombie · Mar 27, 2014 at 05:35 PM

Thank you Professor Snake, you pointed me into the right direction.

I got it to work like this:

 var TEXTUREIMAGE:Texture=SOME_GAME_OBJECT.renderer.material.mainTexture;
 var MOBILEUNLIT:Material = new Material (Shader.Find("Mobile/Unlit (Supports Lightmap)"));
 MOBILEUNLIT.mainTexture=TEXTUREIMAGE;
 SOME_GAME_OBJECT.renderer.material=MOBILEUNLIT;

I am using this to switch all materials to more Mobile friendly materials runtime, mainly because it seems IOS is really good at choking on everything.

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