目录标题
效果图
代码
注意:在控制全部的模型进行透视时,已经隐藏的子物体仍然要处理。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
public class FadeModel {
private GameObject model;//传入的模型
private float fadeTime = 2f;//默认淡入时间为2s
private List<Material> materials = new List<Material>();
private float touMingDu = 0.02f;//透明度
public FadeModel(GameObject model,float fadeTime=1f,float touMingDu=0.02f)
{
this.model = model;
this.fadeTime = fadeTime;
this.touMingDu = touMingDu;
materials.Clear();
Dictionary<string, MeshRenderer> dic = FindInactiveChildrenRecursive(model.transform);
foreach (KeyValuePair<string, MeshRenderer> item in dic)
{
Material[] materals = item.Value.materials;
foreach (Material m in materals)
{
if (!materials.Contains(m))
{
materials.Add(m);
}
}
}
//MeshRenderer[] meshRenderers = model.GetComponentsInChildren<MeshRenderer>();
//foreach (MeshRenderer mr in meshRenderers)
//{
// Material[] materals = mr.materials;
// foreach (Material m in materals)
// {
// if (!materials.Contains(m))
// {
// materials.Add(m);
// }
// }
// Debug.Log(mr.gameObject.name);
//}
}
//这里新增修改,递归查询所有子物体,孙物体。
Dictionary<string,MeshRenderer> FindInactiveChildrenRecursive(Transform parent)
{
Dictionary<string, MeshRenderer> mrdic = new Dictionary<string, MeshRenderer>();
MeshRenderer mrp = parent.GetComponent<MeshRenderer>();
if (mrp != null)
{
mrdic.Add(parent.name, mrp);
}
int childCount = parent.childCount;
for (int i = 0; i < childCount; i++)
{
Transform child = parent.GetChild(i);
MeshRenderer mr = child.GetComponent<MeshRenderer>();
if (mr !=null)
{
mrdic.Add(child.name, mr);
}
if (child.childCount > 0)
{
FindInactiveChildrenRecursive(child);
}
}
return mrdic;
}
//隐藏模型的淡隐效果
public void HideModel()
{
for(int i=0;i< materials.Count;i++)
{
Material m = materials[i];
Color color = m.color;
m.color = new Color(color.r, color.g, color.b, 1);//这里一定要重新设置下Fade模式下的color a值 为1 不然 经过一次显示他会一直显示为0
setMaterialRenderingMode(m,RenderingMode.Transparent);
m.DOColor(new Color(color.r, color.g, color.b, touMingDu), fadeTime);
}
}
//当我们隐藏完后还需要设置回来 不然他下次显示使用就是透明状态
public void ShowModel()
{
for (int i = 0; i < materials.Count; i++)
{
Material m = materials[i];
Color color = m.color;
m.DOColor(new Color(color.r, color.g, color.b, 1), fadeTime).OnComplete(()=> { setMaterialRenderingMode(m, RenderingMode.Opaque); });
}
}
public enum RenderingMode
{
Opaque,
Cutout,
Fade,
Transparent
}
//设置材质的渲染模式
private void setMaterialRenderingMode(Material material, RenderingMode renderingMode)
{
switch (renderingMode)
{
case RenderingMode.Opaque:
material.SetOverrideTag("RenderType", "");
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.SetOverrideTag("RenderType", "TransparentCutout");
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 = (int)UnityEngine.Rendering.RenderQueue.AlphaTest;
break;
case RenderingMode.Fade:
material.SetOverrideTag("RenderType", "Transparent");
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 = (int)UnityEngine.Rendering.RenderQueue.Transparent;
break;
case RenderingMode.Transparent:
material.SetOverrideTag("RenderType", "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 = (int)UnityEngine.Rendering.RenderQueue.Transparent;
break;
}
//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;
// //material.SetFloat("" _Mode & quot;", 2);
// 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
foreach (Transform item in DiZhiKuai.transform)
{
//需要传入变化的时间,以及透明度
FadeModel fm = new FadeModel(item.gameObject, 0.5f, toumingdu);
if (DiZhiTouShi.isOn)
{
fm.ShowModel();
}
else
{
fm.HideModel();
}
}
注意事项
经过测试,在电脑Pc端,手机apk完全没问题,但是一旦发布webgl网页端后,效果就失效了,当时也是查了好多办法,各种改属性参数就行不行,还好最后找到办法,那就是提前将模型的材质球的Rendering Mode先改成Transparent就可以。
标签:UnityEngine,DisableKeyword,int,物体,material,透明度,SetInt,Rendering,Unity From: https://blog.csdn.net/JingDuiTell/article/details/143395550这里是井队,天高任鸟飞,海阔凭鱼跃,点个关注不迷路,我们下期再见。