- Home /
How come edititng "_Glossiness" through script doesn't work?
I am doing this : material.SetFloat ("_Glossiness" , value);
It is LWRP/Lit
Without seeing the script you are running into this issue with I can't say for sure if this is the issue, and I don't know all the properties of a material well enough off the top of my head to know if "_Glossiness" is a default string of a material, but you either never defined what "_Glossiness" is (or at least well enough that it is properly referencing what the material is asking for) or have a value for "value".
Provide your script and I should be able to help out more.
Answer by dan_wipf · Aug 29, 2019 at 04:42 PM
if you look at the shader file of the LWRP Lit Shader you might want to try _Smoothness and not _Glossiness, because it's marked as Obsolete value…
=> Property block of the Shader:
Shader "Lightweight Render Pipeline/Lit"
{
Properties
{
// Specular vs Metallic workflow
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0
[MainColor] _BaseColor("Color", Color) = (0.5,0.5,0.5,1)
[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
_SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
_SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
_SpecGlossMap("Specular", 2D) = "white" {}
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
_OcclusionMap("Occlusion", 2D) = "white" {}
_EmissionColor("Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
// Blending state
[HideInInspector] _Surface("__surface", Float) = 0.0
[HideInInspector] _Blend("__blend", Float) = 0.0
[HideInInspector] _AlphaClip("__clip", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _Cull("__cull", Float) = 2.0
_ReceiveShadows("Receive Shadows", Float) = 1.0
// Editmode props
[HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
// ObsoleteProperties
[HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
[HideInInspector] _Color("Base Color", Color) = (0.5, 0.5, 0.5, 1)
[HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0
[HideInInspector] _Glossiness("Smoothness", Float) = 0.0
[HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0
}
I have tried "_Smoothness" as well still no luck. Its very weird I've never had this issue before. When I edit the metallic it works but not the smoothness.
just to be sure, you’re sure it’s a runtime script and materials path is allright?
Yes. I Instantiante a new material with the Lit shader. I then apply the modifications to it. Only the smoothness doesn't change.