Material四个模式
动态修改代码
using System.Collections; using System.Collections.Generic; using UnityEngine; public class CanvasPos : MonoBehaviour { public enum RenderingMode { Opaque, Cutout, Fade, Transparent, } public static void SetMaterialRenderingMode(Material material, RenderingMode renderingMode) { switch (renderingMode) { case RenderingMode.Opaque: material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); material.SetInt("_ZWrite", 1); material.DisableKeyword("_ALPHATEST_ON"); material.DisableKeyword("_ALPHABLEND_ON"); material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); material.renderQueue = -1; break; case RenderingMode.Cutout: material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); material.SetInt("_ZWrite", 1); material.EnableKeyword("_ALPHATEST_ON"); material.DisableKeyword("_ALPHABLEND_ON"); material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); material.renderQueue = 2450; break; case RenderingMode.Fade: material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); material.SetInt("_ZWrite", 0); material.DisableKeyword("_ALPHATEST_ON"); material.EnableKeyword("_ALPHABLEND_ON"); material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); material.renderQueue = 3000; break; case RenderingMode.Transparent: material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); material.SetInt("_ZWrite", 0); material.DisableKeyword("_ALPHATEST_ON"); material.DisableKeyword("_ALPHABLEND_ON"); material.EnableKeyword("_ALPHAPREMULTIPLY_ON"); material.renderQueue = 3000; break; } } }
调用代码如下
private Material toumingsb1, toumingsb2; void Start(){ Material[] tou = hit.transform.GetComponent<MeshRenderer>().materials; toumingsb1 = tou[0]; toumingsb2 = tou[1]; CanvasPos.SetMaterialRenderingMode(toumingsb1, CanvasPos.RenderingMode.Transparent); CanvasPos.SetMaterialRenderingMode(toumingsb2, CanvasPos.RenderingMode.Fade); }
本次就这么多了,需要会在补充的,感谢阅读
标签:UnityEngine,DisableKeyword,RenderingMode,material,SetInt,Rendering,Unity,材质 From: https://www.cnblogs.com/qq2351194611/p/16813270.html