Sinespace Client 2025.3.19431
Client-side scripting for Sinespace
SineSpace.Scripting.Types.SMaterial Class Reference

Public Member Functions

SMaterial Instantiate ()
 Return a new SMaterial from old.
 
void SetFloat (string key, float value)
 Set a named float value.
 
float GetFloat (string key)
 Get a named float value.
 
void SetColor (string key, SColor color)
 Set a named color value.
 
void SetColor (string key, float r, float g, float b, float a)
 Set a named color value.
 
SColor GetColor (string key)
 Get a named color value.
 
void SetColor32 (string key, byte r, byte g, byte b, byte a)
 Set a named color value in color32.
 
void SetInt (string key, int value)
 Set a named int value.
 
int GetInt (string key)
 Get a named int value.
 
void SetTexture (string key, SResource value)
 Set a named texture.
 
SResource GetTexture (string key)
 Get a named texture.
 
void SetTextureOffset (string key, float x, float y)
 Set the placement offset of texture property name.
 
void SetTextureScale (string key, float x, float y)
 
void SetVector (string key, SVector value)
 Set named vector value.
 

Properties

string Name [get, set]
 Returns the name of current SMaterial.
 
string Shader [get]
 Return the shader name of current SMaterial.
 
int RenderQueue [get, set]
 Render queue of this material.
 

Member Function Documentation

◆ GetColor()

SColor SineSpace.Scripting.Types.SMaterial.GetColor ( string key)

Get a named color value.

Parameters
keyThe name of key.
local cube=Space.Host.ExecutingObject
local mat=cube.Renderer.Material
Space.Log(mat.GetColor("_Color").ToString())

◆ GetFloat()

float SineSpace.Scripting.Types.SMaterial.GetFloat ( string key)

Get a named float value.

Parameters
keyThe name of key.
local cube=Space.Host.ExecutingObject
local mat=cube.Renderer.Material
Space.Log(mat.GetFloat("_Glossiness"))

◆ GetInt()

int SineSpace.Scripting.Types.SMaterial.GetInt ( string key)

Get a named int value.

Parameters
keyThe name of key.
local cube=Space.Host.ExecutingObject
local mat=cube.Renderer.Material
Space.Log(mat.GetInt("_IntValue"))

◆ GetTexture()

SResource SineSpace.Scripting.Types.SMaterial.GetTexture ( string key)

Get a named texture.

Parameters
keyThe name of key
valueValue to set
local cube=Space.Host.ExecutingObject
local mat=cube.Renderer.Material
local gt = mat.GetTexture("_MainTex")
Space.Log(gt.Name)
–print "Retrieved Texture"

◆ Instantiate()

SMaterial SineSpace.Scripting.Types.SMaterial.Instantiate ( )

Return a new SMaterial from old.

local cube=Space.Host.ExecutingObject
local cube2=cube.Children[1]
local mat1=cube.Renderer.Material
local newMat=mat1.Instantiate()
newMat.SetColor("_Color",Color.Red)
cube2.Renderer.Material=newMat
–at this moment, cube2 will turn to red but cube will keep original color.

◆ SetColor() [1/2]

void SineSpace.Scripting.Types.SMaterial.SetColor ( string key,
float r,
float g,
float b,
float a )

Set a named color value.

Parameters
keyThe name of key.
rred
ggreen
bblue
aalpha
local cube=Space.Host.ExecutingObject
local mat=cube.Renderer.Material
mat.SetColor("_Color",1,0,0,1)

◆ SetColor() [2/2]

void SineSpace.Scripting.Types.SMaterial.SetColor ( string key,
SColor color )

Set a named color value.

Parameters
keyThe name of key.
colorThe color you want to use.
local cube=Space.Host.ExecutingObject
local mat=cube.Renderer.Material
mat.SetColor("_Color",Color.Red)

◆ SetColor32()

void SineSpace.Scripting.Types.SMaterial.SetColor32 ( string key,
byte r,
byte g,
byte b,
byte a )

Set a named color value in color32.

Parameters
keyThe name of key.
rred
ggreen
bblue
aalpha
local cube=Space.Host.ExecutingObject
local mat=cube.Renderer.Material
mat.SetColor32("_Color",0,255,0,255)

◆ SetFloat()

void SineSpace.Scripting.Types.SMaterial.SetFloat ( string key,
float value )

Set a named float value.

Parameters
keyThe name of key
valueValue to set
local cube=Space.Host.ExecutingObject
local mat=cube.Renderer.Material
mat.SetFloat("_Glossiness",1)

◆ SetInt()

void SineSpace.Scripting.Types.SMaterial.SetInt ( string key,
int value )

Set a named int value.

Parameters
keyThe name of key
valueValue to set
local cube=Space.Host.ExecutingObject
local mat=cube.Renderer.Material
mat.SetInt("_IntValue",2)

◆ SetTexture()

void SineSpace.Scripting.Types.SMaterial.SetTexture ( string key,
SResource value )

Set a named texture.

Parameters
keyThe name of key
valueValue to set
local cube=Space.Host.ExecutingObject
local mat=cube.Renderer.Material
local texture=Space.Resources[1]
mat.SetTexture("_MainTex",texture)

◆ SetTextureOffset()

void SineSpace.Scripting.Types.SMaterial.SetTextureOffset ( string key,
float x,
float y )

Set the placement offset of texture property name.

Parameters
keyThe name of key
valueValue to set
local cube=Space.Host.ExecutingObject
local mat=cube.Renderer.Material
mat.SetTextureOffset("_MainTex",0.5,0.5)

◆ SetTextureScale()

void SineSpace.Scripting.Types.SMaterial.SetTextureScale ( string key,
float x,
float y )

Set the placement offset of texture property name.

Parameters
keyThe name of key
valueValue to set
local cube=Space.Host.ExecutingObject
local mat=cube.Renderer.Material
mat.SetTextureScale("_MainTex",0.5,0.5)

◆ SetVector()

void SineSpace.Scripting.Types.SMaterial.SetVector ( string key,
SVector value )

Set named vector value.

Parameters
keyThe name of key
valueValue to set
local cube=Space.Host.ExecutingObject
local mat=cube.Renderer.Material
mat.SetVector("_Vector",Vector.New(2,2,2))

Property Documentation

◆ Name

string SineSpace.Scripting.Types.SMaterial.Name
getset

Returns the name of current SMaterial.

local cube=Space.Host.ExecutingObject
local mat=cube.Renderer.Material
Space.Log(mat.Name)

◆ RenderQueue

int SineSpace.Scripting.Types.SMaterial.RenderQueue
getset

Render queue of this material.

local cube=Space.Host.ExecutingObject
local mat=cube.Renderer.Material
–set value
mat.RenderQueue=3000
–get value
Space.Log(mat.RenderQueue)

◆ Shader

string SineSpace.Scripting.Types.SMaterial.Shader
get

Return the shader name of current SMaterial.

local cube=Space.Host.ExecutingObject
local mat=cube.Renderer.Material
Space.Log(mat.Shader)