通过滑动条控制场景中物体的透明度

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class AplaManager : MonoBehaviour
{
    public UISlider aphaSlider;//控制透明度的slider slider的value为透明度
    float apha;
    public GameObject[] gameObjs;//开始时就需要控制(透明度)的物体
    List<Renderer> renders;//保存所有物体的renderer
    // Use this for initialization
    void Start()
    {
        renders = new List<Renderer>();
        apha = aphaSlider.value;
        for (int i = 0; i < gameObjs.Length; i++)
        {
            AddRenders(gameObjs[i]);//将开始时场景中存在的物体的render添加到链表中
        }
    }

    // Update is called once per frame
    void Update()
    {
        if (apha != aphaSlider.value)
        {
            apha = aphaSlider.value;

            for (int i = 0; i < renders.Count; i++)
            {
                //if (renders[i] == null)
                //{
                //    renders.Remove(renders[i]);
                //}
                for (int j = 0; j < renders[i].materials.Length; j++)
                {

                    Color c = renders[i].materials[j].color;
                    c.a = aphaSlider.value;
                    if (aphaSlider.value == 1)
                    {
                        if (renders[i].materials[j] != null)
                        {
                            SetMaterialRenderingMode(renders[i].materials[j], RenderingMode.Opaque);    
                        }
                    }
                    if (aphaSlider.value < 1)
                    {
                        if (renders[i].materials[j] != null) 
                        {
                            SetMaterialRenderingMode(renders[i].materials[j], RenderingMode.Fade);
                        }
                    }
                    if (renders[i].materials[j] != null) 
                    {
                        renders[i].materials[j].color = c;
                    }
                }


            }
        }
    }

    public void AddRenders(GameObject g)//添加需要控制透明度的物体,脚本会遍历存储所有物体和其子物体render
    {
        bool active = g.active;
        g.SetActive(true);
        if (g.GetComponent<Renderer>())
        {
            renders.Add(g.GetComponent<Renderer>());
        }
        if (g.transform.childCount != 0)
        {
            for (int i = 0; i < g.transform.childCount; i++)
            {
                AddRenders(g.transform.GetChild(i).gameObject);
            }
        }
        g.SetActive(active);
    }
    public void RemoveRenders(GameObject g) //移除需要控制透明度的物体,脚本会遍历存储所有物体和其子物体render
    {
        bool active = g.active;
        g.SetActive(true);
        if (g.GetComponent<Renderer>())
        {
            renders.Remove(g.GetComponent<Renderer>());
        }
        if (g.transform.childCount != 0)
        {
            for (int i = 0; i < g.transform.childCount; i++)
            {
                RemoveRenders(g.transform.GetChild(i).gameObject);
            }
        }
        g.SetActive(active);
    }


    //RenderMode Change
    #region
    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;
        }
    }

    #endregion
}

  • 4
    点赞
  • 10
    收藏
    觉得还不错? 一键收藏
  • 3
    评论
评论 3
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值