Unity控制物体透明度的探索(包含递归遍历的方法)

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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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