untiy 动态修改材质 透视效果

先上图

using UnityEngine;

 

public static class StandardShaderUtils

{

public enum BlendMode

{

Opaque,

Cutout,

Fade,

Transparent

}

 

public static void ChangeRenderMode(Material standardShaderMaterial, BlendMode blendMode)

{

switch (blendMode)

{

case BlendMode.Opaque:

standardShaderMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);

standardShaderMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);

standardShaderMaterial.SetInt("_ZWrite", 1);

standardShaderMaterial.DisableKeyword("_ALPHATEST_ON");

standardShaderMaterial.DisableKeyword("_ALPHABLEND_ON");

standardShaderMaterial.DisableKeyword("_ALPHAPREMULTIPLY_ON");

standardShaderMaterial.renderQueue = -1;

break;

case BlendMode.Cutout:

standardShaderMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);

standardShaderMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);

standardShaderMaterial.SetInt("_ZWrite", 1);

standardShaderMaterial.EnableKeyword("_ALPHATEST_ON");

standardShaderMaterial.DisableKeyword("_ALPHABLEND_ON");

standardShaderMaterial.DisableKeyword("_ALPHAPREMULTIPLY_ON");

standardShaderMaterial.renderQueue = 2450;

break;

case BlendMode.Fade:

standardShaderMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);

standardShaderMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);

standardShaderMaterial.SetInt("_ZWrite", 0);

standardShaderMaterial.DisableKeyword("_ALPHATEST_ON");

standardShaderMaterial.EnableKeyword("_ALPHABLEND_ON");

standardShaderMaterial.DisableKeyword("_ALPHAPREMULTIPLY_ON");

standardShaderMaterial.renderQueue = 3000;

break;

case BlendMode.Transparent:

standardShaderMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);

standardShaderMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);

standardShaderMaterial.SetInt("_ZWrite", 0);

standardShaderMaterial.DisableKeyword("_ALPHATEST_ON");

standardShaderMaterial.DisableKeyword("_ALPHABLEND_ON");

standardShaderMaterial.EnableKeyword("_ALPHAPREMULTIPLY_ON");

standardShaderMaterial.renderQueue = 3000;

break;

}

}

拷贝一份标准shader,放入Graphics的included shaders里面打包就可以了,否则仅仅在编辑器里面可用。。。。

 

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