Unity 3D物体模型的透明和不透明实现

最近在做项目中遇到一个需求,需要将物体模型进行透明虚化效果。看了网上一些博客文章。已实现该需求,为此博主写篇文章记录一下该功能的实现操作。希望能帮助到大家,不足之处还望海涵。一起学习交流。

透明效果:

使用一个方块来进行操作。
透明前
透明后
实现的脚本
该脚本挂在物体父级上,因为获取的是该对象所有子物体的MeshRenderer。(改脚本主要是获取需要透明的所有MeshRenderer然后进行更改操作)
主要操作在于这YPTools.SetMaterialRenderingMode(mrs[j],YPTools.RenderingMode.Transparent);
mrs[j].color = new Color(mrs[j].color.r, mrs[j].color.b, mrs[j].color.g, 0.1f);

public class EmptyControl : MonoBehaviour{

    private void Awake()
    {
        for (int i = 0; i < this.transform.childCount; i++)
        {
            Transform wallTransform = this.transform.GetChild(i);
            MeshRenderer mr = wallTransform.GetComponent<MeshRenderer>();
            if (mr !=null)
            {
                //MeshRenderer[] mr = wallTransform.gameObject.GetComponentsInChildren<MeshRenderer>();           
                Material[] mrs = mr.materials;
                for (int j = 0; j < mrs.Length; j++)
                {
                    Color mcolor = mrs[j].color;
                    if (mcolor != null)
                    {
                        //mcolor.a = 0.4f;
                        mrs[j].color = new Color(65/255f,65/255f,65/255f,85/255f);//设置材质球颜色为灰色,方便透明时不那么明亮
                        // 设置材质的颜色为半透明的颜色才能看到效果,如果材质有贴图,那么贴图也必须是半透明的
                        YPTools.SetMaterialRenderingMode(mrs[j], YPTools.RenderingMode.Transparent);
                        mrs[j].color = new Color(mrs[j].color.r, mrs[j].color.b, mrs[j].color.g, 0.1f);
                        //wallTransform.gameObject.GetComponent<Renderer>().material.color = mcolor;
                    }
                }
            }                  
        }
    }
}

YPTools工具类

public class YPTools : MonoBehaviour
{
    /// <summary>
        /// 设置Rendering Mode
        /// </summary>
        /// <param name="material"></param>
        /// <param name="renderingMode"></param>
    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 = 2000;
                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;
        }

    }
   }
   
   public enum RenderingMode
    {
        Opaque,
        Cutout,
        Fade,
        Transparent,
    }

RenderingMode枚举对应材质这四种类型(更改类型为Transparent设置参数为0.1f就可以实现透明效果)

不透明效果:

YPTools.SetMaterialRenderingMode(mrs[j],YPTools.RenderingMode.Transparent);
mrs[j].color = new Color(mrs[j].color.r, mrs[j].color.b, mrs[j].color.g, 0.1f);

将上面Transparent更改为Opaque 然后在设置Material 材质颜色的a值为1

YPTools.SetMaterialRenderingMode(mrs[j],YPTools.RenderingMode.Opaque);
mrs[j].color = new Color(mrs[j].color.r, mrs[j].color.b, mrs[j].color.g, 1f);

以上就是Unity对3D物体透明和不透明实现操作学习总结,也希望能帮助到大家。^ _ ^

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