The '''MainAndMaskTexturePropertyBlock''' component is used to modify material properties on [[Component:MeshRenderer|mesh renderers]] and [[Component:SkinnedMeshRenderer|skinned mesh renderers]] as part of their material Property blocks. This is useful in instances where having lots of extra materials is less performant than modifying a material using a Property Block.
|MaskTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true| The texture to replace the Mask texture on a material with.
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== Usage ==
== Usage ==
Can be used to optimize many materials that only differ in main and mask texture properties.
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== Examples ==
== Examples ==
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== Related Components ==
== See Also ==
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[[Category:ComponentStubs]]
[[Category:Components{{#translation:}}|Main And Mask Texture Property Block]]
[[Category:Components{{#translation:}}|Main And Mask Texture Property Block]]
[[Category:Components:Assets:Material Property Blocks{{#translation:}}|Main And Mask Texture Property Block]]
[[Category:Components:Assets:Material Property Blocks{{#translation:}}|Main And Mask Texture Property Block]]
Latest revision as of 18:34, 24 January 2025
Component image
Main And Mask Texture Property Block component as seen in the Scene Inspector
The MainAndMaskTexturePropertyBlock component is used to modify material properties on mesh renderers and skinned mesh renderers as part of their material Property blocks. This is useful in instances where having lots of extra materials is less performant than modifying a material using a Property Block.
If true, integrating this asset (e.g. processing procedural assets) gets higher priority than assets with this flag off. An example is user laser procedural meshes.