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Question by Melesar · Jul 23, 2017 at 08:35 AM · uishadermaterials

Enabling multiple materials on canvas renderer

I need to apply multiple shader effects to the UI image. To do this I decided to capitalise on the CanvasRenderer's multiple materials support and created this script:

 public class MaterialImage : RawImage
 {
     public Texture2D tex;
     public Material[] materials;
 
     protected override void UpdateMaterial()
     {
         canvasRenderer.materialCount = materials.Length;
         for (int index = 0; index < materials.Length; index++) {
             canvasRenderer.SetMaterial(materials[index], index);
         }
         canvasRenderer.SetTexture(tex);
     }
 }

Although, this applyes only one material, the first one in the array. The questions are:
1. How to make multiple materials work with the Canvas Renderer?
2. Are there better ways to apply multiple shaders to the UI image?

Thanks in advance!

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Answer by Lex_87 · Aug 24, 2017 at 12:40 PM

Hello!

It seems multiple materials are something about material per submesh. But I try to implement several submesh per CanvasRenderer holder and it looks wrong. I have the first submesh visible only.

Anybody knows what am I doing wrong?

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Answer by Yiming075 · Feb 05 at 03:45 AM

Since the mesh is drawn at once. So it is impossible to have multiple materials on a single UI.

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