unity 运行模式下修改材质球

手动操作比较多,可以自己看着修改。
在这里插入图片描述

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.iOS;


public class ceshimaterial : MonoBehaviour
{
    public RenderingMode renderingMode;
    public List<Material> materials = new List<Material>();
    public Texture Albedo;
    public Texture Metallic;
    public Texture NormalMap;
    public Texture HeightMap;
    public Texture Occlusion;
    public Texture DetailMask;
    public Texture detailAlbedo;
    public Texture NormalMap2;
    // 贴图类型
    string[] TEXTURE_TYPE = { "_MetallicGlossMap", "_BumpMap", "_ParallaxMap", "_OcclusionMap", "_DetailMask", "_DetailAlbedoMap", "_DetailNormalMap" };
    // Material需要设置的关键字
    string[] TEXTURE_KEYWORD = { "_METALLICGLOSSMAP", "_NORMALMAP", "_PARALLAXMAP", "", "_DETAIL_MULX2", "_DETAIL_MULX2", "_DETAIL_MULX2" };
    // Use this for initialization
    void Start()
    {
        for (int i = 0; i < materials.Count; i++)
        {
            switch (renderingMode)
            {
                case RenderingMode.Opaque:
                    materials[i].SetFloat("_Mode", 0f);
                    break;
                case RenderingMode.Cutout:
                    materials[i].SetFloat("_Mode", 1.0f);
                    break;
                case RenderingMode.Fade:
                    materials[i].SetFloat("_Mode", 2.0f);
                    break;
                case RenderingMode.Transparent:
                    materials[i].SetFloat("_Mode", 3.0f);
                    break;
                default:
                    break;
            }
            materials[i].mainTexture = Albedo;
            materials[i].SetTexture(TEXTURE_TYPE[0], Metallic);
            materials[i].SetTexture(TEXTURE_TYPE[1], NormalMap);
            materials[i].SetTexture(TEXTURE_TYPE[2], HeightMap);
            materials[i].SetTexture(TEXTURE_TYPE[3], Occlusion);
            materials[i].SetTexture(TEXTURE_TYPE[4], DetailMask);
            materials[i].SetTexture(TEXTURE_TYPE[5], detailAlbedo);
            materials[i].SetTexture(TEXTURE_TYPE[6], NormalMap2);
        }

        Invoke("iinasofsa", 5);

    }
    // Update is called once per frame
    void Update()
    {
    }
    public enum RenderingMode
    {
        Opaque,
        Cutout,
        Fade,
        Transparent
    }

    public void iinasofsa()
    {
        UnityEditor.EditorApplication.isPlaying = false;
        Application.Quit();
        Debug.Log("运行完成退出");
    }
}


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