Changing color of of gameObject in Unity - unity3d

Okay so I have this code.
void Start () {
gameObject.GetComponent<Renderer> ().material.color = Color.green;
}
I expected my gameObject to change its color to green. I imported it as black and in the inspector it has turned to green however in the actual application it does not appear as green. I cant use gameObject.renderer.material.color = Color.green since unity tell me its basically outdated and that I have to use the new version. This is going to be really simple but what am I missing? Thanks in advance.
UPDATE: When I run the code a tab pops up in the inspector 'Sprites-Default (instance)' and if I change the selection box to Unlit > Color it works. Is there anyway of making this stick?

If you are trying to change a 2D sprite color try GetComponent<SpriteRenderer>().color = Color.green instead of just get "Renderer" component or try to setColor() with specular shader instead of direct attribution (you'll need a light source in scene).

the color changes but you cant see the result because the shader in your material needs light and you don't have lights so you will always see it black so you can add a light source or change the materials shader to unlight.

There are always two possibilities of not seeing the result of this code.
There's no light (a directional light or a point light) as pointed out by user2320445.
There is a light but you haven't imported the System.Collections namespace, i.e., your program misses the statement using System.Collections; in the beginning of the code. If you want to write the code without using the System.Collections namespace, then you can replace the line
gameObject.GetComponent<Renderer> ().material.color = Color.green;
with
gameObject.renderer.material.color = Color.green;
This does not require you to import the System.Collections namespace.

Related

Unity Line Mesh Inward Shader

I am pretty new to shaders in unity and am stuck on a problem.
I am using ShaderGraph and unity 2021. I understood the ShaderGraph examples from the unity page and "implemented" an OutlineShader thinking I could simply "inverse" the direction (not multiply by some value to get a bigger object then coloring that object and laying the original object ontop). Yet I am nowhere near what I want.
Basically what I am trying to achive is a stepped color gradient to the inside of the object. As an image it should look something like this:
Starting from color0 (green) going inward to color1 (yellow) until i reach the center with colorN (white) and repeat the same for the other side. The shader is then used on a material that is applied to a MeshLineRenderer (LineRendererPro from asset store with minor modifications for custom behavior) which kind of looks like this:
In the end the line should be colored according to the specified colors and the direction the line is going.
Explanation of a simple "Inline" Shader (similar to an outline) would help alot. I think I would be able to adapt that concept and implement multiple colors with (maybe) percentages of width. I don't want to use a fixed image/texture since i want to change the widths and colors.
Any input is welcome and thank you in advance.

How to get values Shader in Unity

I have material with Shader in unity.
How to get a value in code?
For example, i need change value EdgeWidth in code, how can i do it?
According to the Unity documentation, you need to find your material or your shader, in your script, and you have a lot of functions to change the value of a material, like .SetFloat().
Renderer rend = GetComponent<Renderer> ();
rend.material.SetFloat("EdgeWidth", -1.18f);

Transparency not rendering properly in WebGL

I am making a 3D puzzle video game and I wish to show a translucent copy of the puzzle piece on its original position when the puzzle piece is near its original position. In other words, to show the player that they are on the right track.
I have done so and it is working fine, here's a 4 second quick gif for demonstration.
However, it does not work when I deploy the game to WebGL. The copy of the object which should be translucent simply isn't.
Here is the function which I use to create a translucent copy of the object. I found the code in this forum thread.
Basically what I am doing is instantiating a copy, deleting uncecessary components, manually changing the material settings to make the object use the Transparent rendering mode, changing the opacity to 0, and then disabling the renderer because for some reason the object is not fully transparent when opacity is set to 0.
GameObject CreateHighlight(GameObject gameObject)
{
GameObject highlight = Instantiate(gameObject);
Destroy(highlight.GetComponent<Rigidbody>());
Destroy(highlight.GetComponent<MeshCollider>());
Destroy(highlight.GetComponent<StayInside>());
Destroy(highlight.GetComponent<ObjectControl>());
// Change render mode to Transparent
Material material = highlight.GetComponent<Renderer>().material;
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
material.SetInt("_ZWrite", 0);
material.DisableKeyword("_ALPHATEST_ON");
material.DisableKeyword("_ALPHABLEND_ON");
material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = 3000;
// Change alpha to 0
highlight.GetComponent<MeshRenderer>().material.color = new Color(1.0f, 1.0f, 1.0f, 0.0f);
// Stop rendering the object because setting alpha to 0 does not make the object fully transparent
highlight.GetComponent<MeshRenderer>().enabled = false;
return highlight;
}
I have stumbled upon this Reddit thread and the guy had the same problem as I did. He said he switched the rendering path from Deferred to Forward. I found somewhere one is supposed to change that setting in the MainCamera, so I did. Mine was set on Use Graphics Settings so I explicitly set it to Forward, but nothing changed.
OctangularPRISM Redditor saved the day on Reddit.
What he suggested was creating a new material, making it transparent and then in the code instantiating that material and applying it to the highlighted object instead of changing the rendering mode to Transparent as I tried.
Here are the steps in more detail:
I first created public Material matTransparentMat; as a public variable in my ObjectControl script. This means an additional menu to add a Material was created on all the objects that have the ObjectControl script.
Then, in the project window I created a new Material and made it transparent. You just go Right Click -> Create -> Material, and then choose the material and in the inspector press where it says Opaque and choose Transparent in the drop down menu, and then click the white color and change the alpha from 255 to 0.
Then, drag and drop that Material to the Mat Transparent Mat public variable in the editor.
Now, I changed the code which was changing the rendering mode to Transparent, to /u/OctangularPRISM's code which will instantiate a new material and apply it to the copy of the object.
public Material matTransparentMat;
GameObject CreateHighlight(GameObject GO)
{
GameObject highlight = Instantiate(GO);
Destroy(highlight.GetComponent<Rigidbody>());
Destroy(highlight.GetComponent<MeshCollider>());
Destroy(highlight.GetComponent<StayInside>());
Destroy(highlight.GetComponent<ObjectControl>());
Renderer targetRend = highlight.GetComponent<Renderer>();
Renderer srcRend = GO.GetComponent<Renderer>();
Material newMat = Instantiate(matTransparentMat);
newMat.mainTexture = srcRend.material.mainTexture;
targetRend.material = newMat;
return highlight;
}
Done!

Change line renderer alpha unity

Unity's line renderer component has got a material to attach, so that the line renderer uses it to show the line renderer in the scene accordingly:
The problem is that if you change this material color it works, also in runtime it can be changed in the editor itself. But not so with the alpha.
It does not respond neither in the edit nor in the code.
I tried:
Color targetColor = new Color(0,0,0,a);
_unityEngineLineRender.sharedMaterial.SetColor("Color", targetColor);
and:
Color targetColor = new Color(0,0,0,a);
_unityEngineLineRender.sharedMaterial.color = targetColor;
and it doesn't work.
Can thisn simple thing be done? if so, how?
Thanks in advance
The shader for your material probably does not support alpha, that's why you're not getting any transparency.
The workaround is to write your own shader or use other that's built into Unity.
Create a new material for your line renderer and select shader "Particles/Standard Unlit", set "Rendering mode" to "Fade". Then use it on Line Renderer instead of the default material.
You can access the color using:
renderer.material.SetColor("_Color", new Color(1f, 1f, 1f, 0.3f));

Unity Shader - Access Property

Background:
I created a dissolve Shader using the lightweight render pipiline, in Shader Graph by drag & drop. My object "dissolves" over time & fades in again. (Youtube "Brackeys Dissolve Shader")
Goal:
I want to change the _edgecolor as soon the object has been dissolved.
I can change the color via:
gameObject.GetComponent<Renderer>().material.SetColor("_edgecolor", Color.blue);
Problem:
How do i access the "Alpha" which seems to be modified by the shader, and would be a good indicator if the object is dissolved, right ?!
I tried to get the Alpha
Color c = gameObject.GetComponent<Renderer>().material.GetColor("_Color");
c.a = ....
won't work, because -> Material doesn't have a color property '_Color'
Here's a Screenshot of my ShaderGraph