/// <summary>
        /// 设置材质列表
        /// </summary>
        /// <param name="valueT"></param>

        public void SetRenderingMode(RenderingMode mode)
        {
            if (matEntitys == null)
            {
                return;
            }
            foreach (StardardMaterialEntity entity in matEntitys)
            {
                Material mat = entity.mat;
                if (mat.shader.name == "Standard")
                {
                    //Debug.Log(mat.shader.name);
                    //Debug.Log(mat.renderQueue);
                    StardardShaderMatHelper.SetMaterialRenderingMode(mat, mode);
                    //mat.color = new Color(mat.color.r, mat.color.g, mat.color.b, valueT);
                }
            }
        }
        /// <summary>
        /// 设置材质列表
        /// </summary>
        /// <param name="valueT"></param>

        public void SetRenderingMode(RenderingMode mode, Color colorT, bool isClearMainTexture)
        {
            if (matEntitys == null)
            {
                return;
            }
            foreach (StardardMaterialEntity entity in matEntitys)
            {
                Material mat = entity.mat;
                if (mat.shader.name == "Standard")
                {
                    //Debug.Log(mat.shader.name);
                    //Debug.Log(mat.renderQueue);
                    StardardShaderMatHelper.SetMaterialRenderingMode(mat, mode);
                    mat.color = colorT;
                    if (isClearMainTexture)
                    {
                        ClearMainTexture(mat);
                    }
                }
            }
        }