Adding material trough a script,

I’m trying to add a material on my Mesh Renderer through a script.
I’m trying to make that when item (weapon) is on a ground it glows and when it’s in hand it’s normal
I have everything set up my 2 materials in a Resources/Materials folder but in console trough Debug.Log and in inspector it shows null/none

I believe error is in Start() function where i try to set variables material and materialA to respective materials.
Here is my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class WeaponsPickup : MonoBehaviour
{
    public Rigidbody rb;
    public BoxCollider coll;
    public Transform player, gunContainer, fpsCam;
    Renderer rend;
    public Material material, materialA;
    public MeshRenderer meshRenderer;

    public float pickUpRange, dropForwardForce, dropUpwardForce;
    public bool equipped;
    public static bool slotFull;

    private void Start()
    {  
        MeshRenderer meshRenderer = GetComponent<MeshRenderer>();
        Material material = Resources.Load<Material>("Materials/Dungeon_Material_01_A");
        Material materialA = Resources.Load<Material>("Materials/Dungeon_Material_01");
        
        pickUpRange = 1;
        dropUpwardForce = 1;
        dropForwardForce = 3;
       
        player = GameObject.FindGameObjectWithTag("Player").GetComponent<Transform>();
        gunContainer = GameObject.FindGameObjectWithTag("WeaponContainer").GetComponent<Transform>();
        fpsCam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Transform>();
        rb = GameObject.FindGameObjectWithTag("Weapon").GetComponent<Rigidbody>();
        coll = GameObject.FindGameObjectWithTag("Weapon").GetComponent<BoxCollider>();
        meshRenderer = GameObject.FindGameObjectWithTag("Weapon").GetComponent<MeshRenderer>();
        
        //Setup
        if (!equipped)
        {
            rb.isKinematic = false;
            coll.isTrigger = false;
        }
        if (equipped)
        {
            rb.isKinematic = true;
            coll.isTrigger = true;
            slotFull = true;
        }
    }

    private void Update()
    {
        Debug.Log(material,materialA);

        //Check if player is in range and "E" is pressed
        Vector3 distanceToPlayer = player.position - transform.position;
        if (!equipped && distanceToPlayer.magnitude <= pickUpRange && Input.GetKeyDown(KeyCode.E) && !slotFull) PickUp();

        //Drop if equipped and "Q" is pressed
        if (equipped && Input.GetKeyDown(KeyCode.Q)) Drop();
    }

    private void PickUp()
    {

        GetComponent<Renderer>().material = material;
        rb.constraints = RigidbodyConstraints.None;

        equipped = true;
        slotFull = true;

        //Make weapon a child of the camera and move it to default position
        transform.SetParent(gunContainer);
        transform.localPosition = Vector3.zero;
        transform.localRotation = Quaternion.Euler(Vector3.zero);
        transform.localScale = Vector3.one;

        //Make Rigidbody kinematic and BoxCollider a trigger
        rb.isKinematic = true;
        coll.isTrigger = true;
    }

    private void Drop()
    {
        
        GetComponent<Renderer>().material = materialA;
        equipped = false;
        slotFull = false;

        //Set parent to null
        transform.SetParent(null);

        //Make Rigidbody not kinematic and BoxCollider normal
        rb.isKinematic = false;
        coll.isTrigger = false;

        //Gun carries momentum of player
        rb.velocity = player.GetComponent<Rigidbody>().velocity;

        //AddForce
        rb.AddForce(fpsCam.forward * dropForwardForce, ForceMode.Impulse);
        rb.AddForce(fpsCam.up * dropUpwardForce, ForceMode.Impulse);
        //Add random rotation
        float random = Random.Range(-1f, 1f);
        rb.AddTorque(new Vector3(random, random, random) * 10);
    }
}

Hope this is enough info, Thanks!

You need to create a folder named “Resources” and place the Materials folder inside the Resources folder. Unity only recognizes that you are wanting to access the Resources.Load code if you create a folder, if not it retails Null.