1. 程式人生 > >Unity在執行時(程式碼中)設定材質的渲染模式(RenderingMode)

Unity在執行時(程式碼中)設定材質的渲染模式(RenderingMode)

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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; } }
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