using System.Collections; using System.Collections.Generic; using UnityEngine; /******************************************************************************* *Create By CG *Function 设置材质球渲染模式 *******************************************************************************/ namespace ZXK.UTility { public class MaterialRenderingSetModeCtrl { public enum RenderingMode { Opaque, Cutout, Fade, Transparent, } public static void SetMaterialRenderingMode(Material material, RenderingMode renderingMode) { //Debug.Log("修改渲染模式:" + 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; material.SetFloat("_Mode", 0); break; case RenderingMode.Cutout: material.SetOverrideTag("RenderType", ""); 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; material.SetFloat("_Mode", 1); break; case RenderingMode.Fade: material.SetOverrideTag("RenderType", ""); 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; material.SetFloat("_Mode", 2); break; case RenderingMode.Transparent: material.SetOverrideTag("RenderType", ""); 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; material.SetFloat("_Mode", 3); break; } //Debug.Log("修改完成渲染模式:" + renderingMode); } } }