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Question by turboturboturbo · Jan 21, 2019 at 12:52 AM · shaderprogrammatically

Unity 2018.3 HDRP - Change material color programatically?

I am using the new HDRP/LitTesselation shader.

I would like to change the Base Color + Opacity at runtime:

img

I added this code to the game object's script:

 void start()
 {
     Color color = new Color(0.5f, 0.5f, 0.1f, 0.8f);

     //Fetch the Renderer from the GameObject
     Renderer rend = GetComponent<Renderer>();

     //Set the main Color of the Material to green
     rend.material.shader = Shader.Find("_Color");
     rend.material.SetColor("_Color", color);
 }
 
 

But it generates an Hidden/InternalShaderError error in the shader. Can anyone point me in the right direction?

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Answer by henlit · Mar 16, 2019 at 05:00 PM

You are trying to find a Shader named "_Color" and set the shader to that, which probably dont exist. Try the name of the shader instead like this:

 rend.material.shader = Shader.Find("HDRenderPipeline/Lit");
 rend.material.SetColor("_Color", color);
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Answer by raghadalghonaim · May 31, 2020 at 03:23 PM

Hello, is it possible by anyway to change the base map texture programmatically? thanks.

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avatar image Rajivrocks · Nov 18, 2020 at 06:10 PM 0
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Hey, its late as hell but you change the base map like this

 material.SetTexture("_BaseColor$$anonymous$$ap", _screenBlock[i].GetComponent<Camera>().targetTexture)

the latter in the SetTexture method is the name of your texture.

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Answer by davidwhiffen · Jun 30, 2021 at 08:13 PM

This works for me finally

'red' can be Color.red or whatever you want.

public class MaterialTest : MonoBehaviour { [SerializeField] public Material myMaterial;

 //public GameObject Sphere;
 
 [SerializeField]
 public Renderer rend;
 
 [SerializeField]
 public Color red = new Color(255, 0.4f, 0.6f, 255f);
 
 
 // Start is called before the first frame update
 void Start()
 {
     
     
     //Set the main Color of the Material to green
     rend.material.shader = Shader.Find("HDRP/Lit");
     rend.material.SetColor("_BaseColor", red);
     
     
 }
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