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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。
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