How get the texture name from Raycast?

How I can get the texture name of a game object, using the Raycast method? I want to use the wheel of a car, with the wheel colliders, to get the texture that it is passing. Not the terrain, but the mesh models, that stay on down of by car. How I can do it?! Thx

Hi!
the raycast will hit colliders. Or gameobjects that have colliders attached to them.
from the collider you could check what renderer you have on the same object, and from the renderer you could access the material…

HTH

Since this appears as first hit on google I thought Id put in a modern answer to this question:

First let’s assume you are using a ‘TerrainData’ instead of a material (Note there a more optimized ways of doing this but this should give you the correct idea):

void Update()
{
    // Cast a ray from the position of this object in the forward direction.
    RaycastHit hit;
    if (Physics.Raycast(transform.position, transform.forward, out hit))
    {
        // Get the terrain component from the collider of the object hit by the ray.
        Terrain terrain = hit.collider.GetComponent<Terrain>();
        if (terrain != null)
        {
            // Get the terrain data and alpha map dimensions.
            TerrainData terrainData = terrain.terrainData;
            int alphamapWidth = terrainData.alphamapWidth;
            int alphamapHeight = terrainData.alphamapHeight;

            // Calculate the position on the terrain where the ray hit.
            Vector3 hitTerrainPos = hit.point - terrain.transform.position;

            // Get the alpha map data at the position where the ray hit.
            // We are only getting a 1x1 block of alpha map data here.
            float[,,] splatmapData = terrainData.GetAlphamaps(
                (int)(hitTerrainPos.x / terrainData.size.x * alphamapWidth),
                (int)(hitTerrainPos.z / terrainData.size.z * alphamapHeight),
                1, 1);

            // Initialize variables for finding the dominant texture.
            int dominantTextureIndex = 0;
            float maxWeight = 0.0f;

            // Loop through all the splat prototypes and find the one with the highest weight.
            for (int i = 0; i < terrainData.splatPrototypes.Length; i++)
            {
                // If the weight of the current splat prototype is greater than maxWeight, update maxWeight
                // and set dominantTextureIndex to the index of the current splat prototype.
                if (splatmapData[0, 0, i] > maxWeight)
                {
                    dominantTextureIndex = i;
                    maxWeight = splatmapData[0, 0, i];
                }
            }

            // Get the texture of the dominant splat prototype using dominantTextureIndex.
            Texture2D dominantTexture = terrainData.splatPrototypes[dominantTextureIndex].texture;

            if (dominantTexture != null)
            {
                // Get the native texture ID and name of the dominant texture.
                IntPtr textureID = dominantTexture.GetNativeTexturePtr();
                string textureName = dominantTexture.name;

                // Do something with the texture ID and name...
                Debug.Log("Texture ID: " + textureID + ", Texture Name: " + textureName);
            }
        }
    }
}

If you then wish to get the TexttureIndex as I did you can do that like this:

int GetTextureIndexByName(TerrainData terrainData, string textureName)
{
    for (int i = 0; i < terrainData.splatPrototypes.Length; i++)
    {
        if (terrainData.splatPrototypes[i].texture.name == textureName)
        {
            return i;
        }
    }

    // If the texture name was not found, return -1.
    return -1;
}

Using the material instead it would be something like this [UNTESTED]:

void Update()
{
    RaycastHit hit;
    if (Physics.Raycast(transform.position, transform.forward, out hit))
    {
        Renderer renderer = hit.collider.GetComponent<Renderer>();
        if (renderer != null)
        {
            Material mat = renderer.material;
            Texture2D texture = mat.mainTexture as Texture2D;
            if (texture != null)
            {
                IntPtr textureID = texture.GetNativeTexturePtr();
                string textureName = texture.name;
                Debug.Log("Texture ID: " + textureID + ", Texture Name: " + textureName);
            }
        }
    }
}