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Question by TehMighty · Oct 05, 2020 at 08:42 PM · c#shadersmaterialstextures

Changing HDRP Material's Texture At Runtime Not Working?

I've tried:

 mat.mainTexture = texture;
 
 //or
 
 mat.EnableKeyword("_BaseColorMap");
 mat.SetTexture("_BaseColorMap", texture);

I've even made a custom shader in Amplify with a custom texture property, and it still wouldn't work.

I'm using this to get the material of the object:

 Material mat = obj.GetComponent<MeshRenderer>().material;

Any idea why this wouldn't be working?

Edit: I'm using 2019.4.11f1 by the way.

Edit 2: Tried this as well.

  Shader shader; //using created Shader
  var mr = obj.GetComponent<MeshRenderer>();
  var mat = new Material(shader);
  mat.mainTexture = texture;
  mr.material= mat;
 

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Answer by CameronMorrow · Oct 05, 2020 at 09:37 PM

You could try this:

 Shader shader; //using the shader you created
 var mr = obj.GetComponent<MeshRenderer>();
 var mat = new Material(shader);
 mat.mainTexture = texture;
 mr.material= mat;

 //or

 var mr = obj.GetComponent<MeshRenderer>();
 mr.material = texture;

I have had issues with the materials because of how they need to be assigned, and the specific order of things.

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avatar image TehMighty · Oct 05, 2020 at 09:54 PM 0
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Ya i've tried this too, unfortunately..

I have no idea why its not working. It works on the Built-in Render Pipeline but it's not working at all with HDRP for some reason.

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Answer by asteroidpilot · Jun 02, 2021 at 07:18 PM

Same problem..

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