由于项目要求,要实现对物体透明度的控制,就开始了探索之路。
首先考虑到的是改变其Color中的alpha值,但是未能实现控制,因其Rending Mode属性为Opaque,所以要改变此属性。下面为该部分代码:
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;
}
}
首先,我要改变的是建筑模型,有些有子物体,其中还有些并没有材质球,所以要遍历所有子物体,并找出有材质球的部分。
private void ToTransparent(GameObject obj){
if (obj.gameObject.GetComponent<MeshRenderer>())
{
obj.gameObject.GetComponent<MeshRenderer>().material.color = new Color(1.0f, 1.0f, 1.0f, gameObject.GetComponent<UISlider> ().value);
SetMaterialRenderingMode(obj.gameObject.GetComponent<MeshRenderer>().material, RenderingMode.Fade);
if (gameObject.GetComponent<UISlider> ().value >= 0.9)
{
SetMaterialRenderingMode(obj.gameObject.GetComponent<MeshRenderer>().material, RenderingMode.Opaque);
}
children [i] = obj;
i++;
}
foreach(Transform child in obj.transform){
ToTransparent(child.gameObject);
}
}
通过调用该方法,改为Fade,则可以通过改变Alpha值的方法改变透明度。但是接下来会遇到部分建筑为变透明的现象,查找原因,是因为只改变了其第一个材质球,所以还要遍历一下材质球。
public void OnChange(){
//遍历物体下的每个材质球,否则只改变第一个
for(int m=0;m<i;m++){
foreach(Material child in children[m].gameObject.GetComponent<MeshRenderer>().materials){
child.color = new Color(1.0f, 1.0f, 1.0f, gameObject.GetComponent<UISlider> ().value);
}
//children[m].gameObject.GetComponent<MeshRenderer>().material.color = new Color(1.0f, 1.0f, 1.0f, gameObject.GetComponent<UISlider> ().value);
if (gameObject.GetComponent<UISlider> ().value >= 0.9) {
SetMaterialRenderingMode (children [m].gameObject.GetComponent<MeshRenderer> ().material, RenderingMode.Opaque);
} else {
SetMaterialRenderingMode(children[m].gameObject.GetComponent<MeshRenderer>().material, RenderingMode.Fade);
}
}
}
仅为本人摸索的方法,若有更好的方法请留言,不胜感激。