Downloading web JPG and setting it on material

I manage to download a texture from the web but I’m unable to apply it as a texture in a material.

I would appreciate to get some help.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Assertions.Must;
using UnityEngine.UI;

public class test : MonoBehaviour {
	
//	public string url = "https://dummyimage.com/500x500/000/fff";
	public string url = "https://docs.unity3d.com/uploads/Main/ShadowIntro.png";	
	public Material MaterialToEdit;
	public GameObject sphere;
    public GameObject cube;
	public GameObject card;
	
	MeshRenderer meshRenderer;
	
	Texture2D texturea;
	
	IEnumerator Start()
	{
		meshRenderer = GetComponent<MeshRenderer> ();
		//start download
		var www = new WWW(url);

		//wait until download completes
		yield return www; // wait for www to return

		//create a DXT1 (compressed) texture
		texturea = new Texture2D(www.texture.width, www.texture.height, TextureFormat.DXT1, false);
		
		www.LoadImageIntoTexture(texturea);
		Rect rect = new Rect(0, 0, texturea.width, texturea.height);
	    MaterialToEdit.SetTexture ("Mask", texturea);
		meshRenderer.material.SetTexture ("Mask", texturea);
//		card.renderer.material.Mask = texturea;
//		card.material.SetTexture("Mask", texture);

	}
	
}

alt text

If I read your question correctly You would need to make a new material. On the Inspector and the texture you downloaded you would drag it on to the Albedo box

160928-example.png

Or would you rather it be in code?

You could follow this link.

Instead of using main texture
you could do GetComponent().sharedMaterial =
and you assign it to the material you want.

I’m done losing my hair.
It was my shader that had a texture property name that wasn’t the internal property name, that caused my 100 tests to all fail.

	meshRenderer = GetComponent<MeshRenderer> ();
	meshRenderer.material.SetTexture ("vvxwwx", texturea);