How to Change the Emissive Color of the Material

Hi All

I am trying to change the Emissive Color of the Materail . I am using the below code.

public material  mat;

public void Start()
{
mat.EnableKeyword("_EMISSION");
mat.SetColor("_EmisColor",,Color.red);
}

The shader of the material is Legacy Shader/transparent/vertextlit.

but the emissive color is not changed. Could any one Help me…

The manual shows it a little differently:

“”_EmissionColor" is the emissive color of a material."

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This is that shader from the unity built-in shaders:
Legacy/Transparent/VertexLit

// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

Shader "Legacy Shaders/Transparent/VertexLit" {
    Properties {
        _Color ("Main Color", Color) = (1,1,1,1)
        _SpecColor ("Spec Color", Color) = (1,1,1,0)
        _Emission ("Emissive Color", Color) = (0,0,0,0)
        _Shininess ("Shininess", Range (0.1, 1)) = 0.7
        _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
    }

    SubShader {
        Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
        LOD 100

        ZWrite Off
        Blend SrcAlpha OneMinusSrcAlpha
        ColorMask RGB

        // Non-lightmapped
        Pass {
            Tags { "LightMode" = "Vertex" }
            Material {
                Diffuse [_Color]
                Ambient [_Color]
                Shininess [_Shininess]
                Specular [_SpecColor]
                Emission [_Emission]
            }
            Lighting On
            SeparateSpecular On
            SetTexture [_MainTex] {
                Combine texture * primary DOUBLE, texture * primary
            }
        }

        // Lightmapped, encoded as dLDR
        Pass {
            Tags { "LightMode" = "VertexLM" }

            BindChannels {
                Bind "Vertex", vertex
                Bind "normal", normal
                Bind "texcoord1", texcoord0 // lightmap uses 2nd uv
                Bind "texcoord", texcoord1 // main uses 1st uv
            }
            SetTexture [unity_Lightmap] {
                matrix [unity_LightmapMatrix]
                constantColor [_Color]
                combine texture * constant
            }
            SetTexture [_MainTex] {
                combine texture * previous DOUBLE, texture * primary
            }
        }

        // Lightmapped, encoded as RGBM
        Pass {
            Tags { "LightMode" = "VertexLMRGBM" }

            BindChannels {
                Bind "Vertex", vertex
                Bind "normal", normal
                Bind "texcoord1", texcoord0 // lightmap uses 2nd uv
                Bind "texcoord1", texcoord1 // unused
                Bind "texcoord", texcoord2 // main uses 1st uv
            }

            SetTexture [unity_Lightmap] {
                matrix [unity_LightmapMatrix]
                combine texture * texture alpha DOUBLE
            }
            SetTexture [unity_Lightmap] {
                constantColor [_Color]
                combine previous * constant
            }
            SetTexture [_MainTex] {
                combine texture * previous QUAD, texture * primary
            }
        }
    }
}

As you can see, the property name is “_Emission”.

Thanks fire7Side & jeffreyschoch for your post… The propery name _Emission is Correct…

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I was getting this kind of error while trying to get color:

4212385--373984--emission_error.png

This kind of code, I have used:

 Color startCol = myMaterial.GetColor("_Emission");

myMaterial.SetColor("_Emission", startCol * new Color(1f, 1f, 1f, 1f - i));

As i’m working in HDRP, not sure if it differs per pipeline, I use “_EmissiveColor” when changing the emissive color of a material.