SpriteRender has a nice way to set unique Material properties using the “SpriteRenderer.SetPropertyBlock”.
Unfortunately, this is not possible with the Image component.
Does anyone know of a way to achieve this with the Image.
So essentially have one Material, applied to multiple Images with different values dictated by a Component.
I would also like to know the answer to this!
I ran into this as well back in 5.3… so my intel is a bit out of date ymmv…
You’re going to have to write your own solution to instance the material and set the values at runtime. The ui stuff has a different enough pipeline property blocks don’t work. I wish they did, it would be very handy.