UnityEngine.MaterialPropertyBlock.SetMatrixArray C# (CSharp) Method

SetMatrixArray() public method

Set a matrix array property.

public SetMatrixArray ( string name, Matrix4x4 values ) : void
name string The name of the property.
values Matrix4x4 The name ID of the property retrieved by Shader.PropertyToID.
return void
        public void SetMatrixArray(string name, Matrix4x4[] values)
        {
            this.SetMatrixArray(Shader.PropertyToID(name), values);
        }

Same methods

MaterialPropertyBlock::SetMatrixArray ( int nameID, List values ) : void
MaterialPropertyBlock::SetMatrixArray ( int nameID, Matrix4x4 values ) : void
MaterialPropertyBlock::SetMatrixArray ( string name, List values ) : void

Usage Example

 static public int SetMatrixArray(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (matchType(l, argc, 2, typeof(int), typeof(UnityEngine.Matrix4x4[])))
         {
             UnityEngine.MaterialPropertyBlock self = (UnityEngine.MaterialPropertyBlock)checkSelf(l);
             System.Int32 a1;
             checkType(l, 2, out a1);
             UnityEngine.Matrix4x4[] a2;
             checkArray(l, 3, out a2);
             self.SetMatrixArray(a1, a2);
             pushValue(l, true);
             return(1);
         }
         else if (matchType(l, argc, 2, typeof(string), typeof(UnityEngine.Matrix4x4[])))
         {
             UnityEngine.MaterialPropertyBlock self = (UnityEngine.MaterialPropertyBlock)checkSelf(l);
             System.String a1;
             checkType(l, 2, out a1);
             UnityEngine.Matrix4x4[] a2;
             checkArray(l, 3, out a2);
             self.SetMatrixArray(a1, a2);
             pushValue(l, true);
             return(1);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
All Usage Examples Of UnityEngine.MaterialPropertyBlock::SetMatrixArray