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Passing shader parameters by scripting on masked GameObjects

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1 comment

  • Or Cohen

    I've been struggling with this issue until I found your post - such a simple solution! thank you very much. The solution is so great that I only need to apply the custom raw image to a single object in my environment - this object generates a modified material which is then used by the default Image components, so I can continue to use the standard component throughout my project!
    Much appreciated!

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