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Question by linjmeyer · Feb 22, 2021 at 01:49 PM · uishaderstextmesh

How to update TMP Pro Sprite Shader using script/C#?

I am using a custom Shader for my TMP Fallback sprites which are emojis. I want to change a value on the shader dynamically based on user input. If I pause my game in the editor and change the value in the UI it works, but in c# the change is never displayed. Here is what I have tried:

 var subMesh = GetComponentInChildren<TMP_SubMeshUI>();
 subMesh.material.SetFloat("_GrayscaleAmount", 0f);

I've also tried fallbackMaterial, creating a whole new material and setting that, subMesh.SetMaterialDirty() and subMesh.RefreshMaterial() and text.ForceMeshUpdate on the parent TextMeshProUGUI object.

The shader values work great when I update them in the UI, it only seems to be via script that they don't get re-rendered.

Any ideas? Thank you!

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Answer by Infenix · Feb 22, 2021 at 02:22 PM

You should try to use subMesh.sharedMaterial instead of subMesh.material

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avatar image linjmeyer · Feb 22, 2021 at 11:31 PM 0
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Thanks, that did partially work. but the icon is used in 2+ places and this updates the shader anywhere that icon is used. I need to adjust the shader only for the given icon/sprite.

avatar image Infenix linjmeyer · Feb 24, 2021 at 02:23 PM 0
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Didn't see your answer. For this, you can use a trick in the awake method (or wherever you want) and do submesh.material = new Material(subMesh.sharedMaterial) soyou create a new instance of it, isolated from the rest, that you should be able use as you want without impacting other objects

avatar image linjmeyer Infenix · Feb 24, 2021 at 05:21 PM 0
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@Infenix My code is subMesh.material = new Material(subMesh.sharedMaterial); subMesh.material.SetFloat("_GrayscaleAmount", 0f); but unfortunately it still does not update. If i use that same code on the sharedMaterial it works so it's not an issue with the shader itself.

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