using UnityEngine; using System.Collections; public class SwapEmission : MonoBehaviour { public Texture2D DiffA; public Texture2D DiffB; public Texture2D EmissionA; public Texture2D EmissionB; public float CutoffDegree = 1.0f; public int delay = 3; private Material curMat; private Texture2D curEmission; // Use this for initialization void Start () { curMat = renderer.sharedMaterial; } // Update is called once per frame void Update () { if (Input.GetKeyDown (KeyCode.Space)) { curMat.SetTexture ("_DiffuseACutout", DiffA); curMat.SetTexture ("_Emission", EmissionA); curMat.SetFloat ("_Cutoff", CutoffDegree); StartCoroutine (MyIlluminDelay ()); } } IEnumerator MyIlluminDelay () { yield return new WaitForSeconds(delay); curMat.SetTexture ("_DiffuseACutout", DiffB); curMat.SetTexture ("_Emission", EmissionB); curMat.SetFloat ("_Cutoff", 0.0f); } }