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Question by Bluestrike · Sep 07, 2011 at 11:37 AM · shaderself-illumination

How can I change the self ilumshader its emission value on a material from a script?

I want to change the value for the emission from a script, but I am not sure how I can acces that variable and I can't open the buildt in shader.

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Answer by Bluestrike · Sep 07, 2011 at 03:29 PM

Got it,

 var emission = 100;
 renderer.material.SetFloat( "_EmissionLM", emission );
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avatar image Waz · Sep 08, 2011 at 04:54 AM 0
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That one is only relevant for Lightmapping calculations, isn't it?

avatar image Bluestrike · Sep 08, 2011 at 06:39 AM 0
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yep, my script controls a light attached on a prefab model, if the light can be switched on anf off the material should not cast light. But writing this I realize this is not going to work if there are 2 instances of the model and one is flagged to switchable and one isn't as they share the material it will use the setitngs set on the last edited moel :/

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Answer by Waz · Sep 07, 2011 at 11:59 AM

The sources of all built-in shaders can be downloaded from here. From these you can find the names of all uniforms (parameters). I don't think any have a straight color for _Illum, only textures, but it's pretty easy to add if you need it (and for that, start with these sources).

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