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unity 实现3d模型渐隐(修改材质透明度)

2023-08-12 05:50| 来源: 网络整理| 查看: 265

前言:看到此功能首先想到的是写shader,但是我对shader一知半解。网上找了几个大佬分享的做渐隐的shader也只是能实现渐隐而已,无法实现unity模型材质Standard的各种效果,我又不会修改Standard shader,所以只能退而求其次。

如有大佬明白如何用shader实现,烦请告知,感激不尽

下面说下我的实现方式:

由于模型材质Rendering Mode大都是Opaque,无法实现渐隐。

关于Rendering Mode,这里不做解释,不懂得转这里渲染模式 (Rendering Mode) - Unity 手册

实现思路:因为模型材质Rendering Mode模式不一样,所以要在做渐隐之前先将模型参数存起来,以便模型渐隐后可以复原。

模型参数存储很简单,我是用的字典。但是获取材质Rendering Mode以及修改材质Rendering Mode就比较冷门了。下面挂上代码实现方式

获取材质Rendering Mode:

// 获取材质的Rendering Mode public RenderingFadeMode GetMaterialRenderingFadeMode(Material material) { RenderingFadeMode rm = RenderingFadeMode.Opaque; int one = material.GetInt("_SrcBlend"); int two = material.GetInt("_DstBlend"); int three = material.GetInt("_ZWrite"); bool oneKeyword = material.IsKeywordEnabled("_ALPHATEST_ON"); bool twoKeyword = material.IsKeywordEnabled("_ALPHABLEND_ON"); bool threeKeyword = material.IsKeywordEnabled("_ALPHAPREMULTIPLY_ON"); if (one == 1 & two == 0 && three == 1 && oneKeyword == false && twoKeyword == false && threeKeyword == false) rm = RenderingFadeMode.Opaque; else if (one == 1 & two == 0 && three == 1 && oneKeyword == true && twoKeyword == false && threeKeyword == false) rm = RenderingFadeMode.Cutout; else if (one == 5 & two == 10 && three == 0 && oneKeyword == false && twoKeyword == true && threeKeyword == false) rm = RenderingFadeMode.Fade; else if (one == 1 & two == 10 && three == 0 && oneKeyword == false && twoKeyword == false && threeKeyword == true) rm = RenderingFadeMode.Transparent; return rm; }

修改材质Rendering Mode:

// 设置材质的Rendering Mode public void SetMaterialRenderingFadeMode(Material material, RenderingFadeMode RenderingFadeMode) { switch (RenderingFadeMode) { case RenderingFadeMode.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 RenderingFadeMode.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 RenderingFadeMode.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 RenderingFadeMode.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; } }

以上实现我也是第一次做,网上查了很久

各位同仁如有更好实现方式,烦请告知

项目工程在此,需要自取

链接:https://pan.baidu.com/s/1JYDG6DdS38rf6P4gGK28Bg  提取码:84z7



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