/// <summary> /// Sets model opacity. /// </summary> /// <param name="newModelOpacity">Opacity to set.</param> internal void OnModelOpacityDidChange(float newModelOpacity) { _meshRenderer.GetPropertyBlock(SharedPropertyBlock); // Write property. SharedPropertyBlock.SetFloat(CubismShaderVariables.ModelOpacity, newModelOpacity); MeshRenderer.SetPropertyBlock(SharedPropertyBlock); }
/// <summary> /// Sets mask properties. /// </summary> /// <param name="newMaskProperties">Value to set.</param> internal void OnMaskPropertiesDidChange(CubismMaskProperties newMaskProperties) { MeshRenderer.GetPropertyBlock(SharedPropertyBlock); // Write properties. SharedPropertyBlock.SetTexture(CubismShaderVariables.MaskTexture, newMaskProperties.Texture); SharedPropertyBlock.SetVector(CubismShaderVariables.MaskTile, newMaskProperties.Tile); SharedPropertyBlock.SetVector(CubismShaderVariables.MaskTransform, newMaskProperties.Transform); MeshRenderer.SetPropertyBlock(SharedPropertyBlock); }
// Set the color of the shape public void SetColor(Color color) { _color = color; SharedPropertyBlock.SetColor(ColorPropertyId, _color); MeshRenderer.SetPropertyBlock(SharedPropertyBlock); }