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Question by helloiam · Jan 14, 2013 at 08:54 PM · shadergameobjectgame

How to acces Shininess from a Shader in script C#

I have a GameObject which is a cube and on the cube it has a texture on it. Ment for as a background, what I want to do now is accesing the GameObject (cube) then accesing the Shader (it's on Bumped Specular) and then I want to acces the Shininess to tweak in script which can gives my background a cool effect during my game.

BTW: Sorry for my bad English, if you didn't understand what I said ask me for explanation.

Thanks in advance.

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Answer by Piflik · Jan 14, 2013 at 09:08 PM

Read:

 renderer.material.GetFloat("_Shininess");

Write:

 renderer.material.SetFloat( "_Shininess", someValue);
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avatar image Wolfram · Jan 14, 2013 at 09:10 PM 0
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The max value you can adjust via Inspector is 128. The $$anonymous$$ value is 1 IIRC.

avatar image Piflik · Jan 14, 2013 at 09:31 PM 1
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Shininess in BumpSpec is Range(0.03, 1).

avatar image Wolfram · Jan 14, 2013 at 09:45 PM 0
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Damn, I was thinking too far. @Piflik is correct, if the slider is moved completely to the right, the shininess value the shader uses is 1.

$$anonymous$$y mistake came from the fact that this value is then internally multiplied by 128, and this value is then used as the specularity exponent in the Blinn-Phong lighting model. But this value is not visible to the user.

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Answer by helloiam · Jan 14, 2013 at 09:37 PM

When I do that and I fill for someValue 2f in the Inspector. And I start the game it goes to 128 the max value. Why is that? But it works so thanks.

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avatar image Piflik · Jan 14, 2013 at 09:41 PM 0
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This is not an answer. Use the comment function, if you have a comment to an answer (or question)

avatar image Wolfram · Jan 14, 2013 at 09:46 PM 0
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See @Piflik's comment in the other answer. Sorry for the confusion.

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