void UpdateTransparencies() { var meshRenderers = GetComponentsInChildren <MeshRenderer>(); if (isTransparent) { foreach (MeshRenderer m in meshRenderers) { var material = m.material; StandardShaderUtils.ChangeRenderMode(material, StandardShaderUtils.BlendMode.Transparent); material.SetColor("_Color", Color.Lerp(material.color, new Color(material.color.r, material.color.g, material.color.b, fadeMin), fadeSpeed * Time.deltaTime)); } } else { foreach (MeshRenderer m in meshRenderers) { var material = m.material; material.SetColor("_Color", Color.Lerp(material.color, new Color(material.color.r, material.color.g, material.color.b, fadeMax), fadeSpeed * Time.deltaTime)); if (material.color.a > fadeInThreshold) { StandardShaderUtils.ChangeRenderMode(material, StandardShaderUtils.BlendMode.Opaque); } } } }
private void switchShaderMode(StandardShaderUtils.BlendMode newMode) { foreach (Material m in mats) { StandardShaderUtils.ChangeRenderMode(m, newMode); } }
public void SetShipBaseImageSecondEdition() { string newTexture = "ShipStandInsert/Universal/SecondEdition/" + this.ShipBaseSize.ToString() + "/Base"; Material newMaterial = CreateMaterial(newTexture); shipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/default").GetComponent <Renderer>().material = newMaterial; //Ship Info newTexture = "ShipStandInsert/Universal/SecondEdition/" + this.ShipBaseSize.ToString() + "/" + this.faction.ToString() + "/Info"; newMaterial = CreateMaterial(newTexture); StandardShaderUtils.ChangeRenderMode(newMaterial, StandardShaderUtils.BlendMode.Fade); shipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/ShipInfo").GetComponent <Renderer>().material = newMaterial; shipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/ShipInfo").GetComponent <MeshRenderer>().enabled = true; //Forward arc newTexture = "ShipStandInsert/Universal/SecondEdition/" + this.ShipBaseSize.ToString() + "/" + this.faction.ToString() + "/Forward"; newMaterial = CreateMaterial(newTexture); StandardShaderUtils.ChangeRenderMode(newMaterial, StandardShaderUtils.BlendMode.Fade); shipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/FirstArc").GetComponent <Renderer>().material = newMaterial; shipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/FirstArc").GetComponent <MeshRenderer>().enabled = true; //Rear arc if (ArcInfo.Arcs.Any(n => n.Facing == ArcFacing.Rear)) { newTexture = "ShipStandInsert/Universal/SecondEdition/" + this.ShipBaseSize.ToString() + "/" + this.faction.ToString() + "/Rear"; newMaterial = CreateMaterial(newTexture); StandardShaderUtils.ChangeRenderMode(newMaterial, StandardShaderUtils.BlendMode.Fade); shipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/SecondArc").GetComponent <Renderer>().material = newMaterial; shipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/SecondArc").GetComponent <MeshRenderer>().enabled = true; } shipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/PilotName").GetComponent <TextMesh>().text = this.PilotNameShort ?? this.PilotName; shipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/PilotSkill").GetComponent <TextMesh>().text = this.PilotSkill.ToString(); shipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/ShipIcon").GetComponent <TextMesh>().text = this.ShipIconLetter.ToString(); }
void Update() { var overlapping = Time.time - lastTimeOverlapping < 0.1f; float t = Mathf.Clamp01(m_prevT + Time.deltaTime / timeTillFullAlpha * (overlapping ? -1f : 1f)); if (t != m_prevT) { for (int i = 0; i < m_materials.Count; i++) { var alphaedColor = m_initialColors[i]; alphaedColor.a = minAlpha; m_materials[i].color = Color.Lerp(alphaedColor, m_initialColors[i], t); if (t != 1f) { StandardShaderUtils.ChangeRenderMode(m_materials[i], StandardShaderUtils.BlendMode.Fade); } else { StandardShaderUtils.ChangeRenderMode(m_materials[i], StandardShaderUtils.BlendMode.Opaque); } } // int j = 0; // var renderers = GetComponentsInChildren<Renderer> (); // foreach (var renderer in renderers) { // renderer.material = m_materials [j]; // } } m_prevT = t; }
private void _SetRenderMode(StandardShaderUtils.BlendMode blendMode) { foreach (Material material in MyMaterials) { StandardShaderUtils.ChangeRenderMode(material, blendMode); } }
void FixedUpdate() { if (isDamaged && animate) { timeSinceDamaged += Time.deltaTime; if (timeSinceDamaged > 3.5) { this.renderer.enabled = false; this.GetComponent <Rigidbody>().isKinematic = true; this.animate = false; this.renderer.material = this.originalMat; } if (timeSinceDamaged > 2.5 && !hasSwitchedMaterial) { this.personalMatToMakeTranslucent = new Material(this.originalMat); StandardShaderUtils.ChangeRenderMode(personalMatToMakeTranslucent, StandardShaderUtils.BlendMode.Transparent); this.renderer.material = personalMatToMakeTranslucent; hasSwitchedMaterial = true; } if (timeSinceDamaged > 2.5) { this.personalMatToMakeTranslucent.color = new Color(1, 1, 1, (3.5f - timeSinceDamaged) / 1f); } } }
/// <summary> /// Instantiate a preview version of the prefab block /// </summary> private void InstantiatePreview(Vector3 position) { //Instantiate the prefab Preview = Instantiate(GrabbedBlock, position, Quaternion.Euler(Rotation)).gameObject.AddComponent <PreviewBlock>(); //Change the layer, so it doesn't get tagged by raycasts Preview.gameObject.layer = 0; //Make the material 50% transparent StandardShaderUtils.ChangeRenderMode(Preview.Material, StandardShaderUtils.BlendMode.Transparent); Color c = GrabbedBlock.Colour; c.a = 0.75f; Preview.Material.color = c; //Destroy any components that are exclusive to Blocks Block b = Preview.GetComponent <Block>(); b.Toggle(); Destroy(b); foreach (Transform t in Preview.transform) { Destroy(t.gameObject); } if (GrabbedBlock.name == Preview.name) { print("ash"); } }
private static void CreateTenderLights(TrainCar tender, TrainCar engine) { Main.Log("creating tender lights..."); GameObject go; Renderer r; Light l; // Rear Head Light go = GameObject.Instantiate(Main.assets["SH282_Tender_Light_Body"], tender.transform.position, tender.transform.rotation, tender.transform); go.name = "tender headlight"; go.transform.Find("Body").GetComponent <MeshRenderer>().sharedMaterial = engine.transform.Find("Exterior/SH_exterior/ext Locomotive Body").GetComponent <MeshRenderer>().sharedMaterial; go.transform.Find("Bulb").GetComponent <MeshRenderer>().sharedMaterial = engine.transform.Find("Exterior/SH_exterior/ext Headlight Lightbulb").GetComponent <MeshRenderer>().sharedMaterial; go.transform.Find("Glass").GetComponent <MeshRenderer>().sharedMaterial = engine.transform.Find("Exterior/SH_exterior/ext Headlight Glass").GetComponent <MeshRenderer>().sharedMaterial; go = GameObjectUtils.FindObject(go, "Light Disk"); go.name = extLights[1]; GameObject.DestroyImmediate(go.GetComponent <Collider>()); r = go.GetComponent <Renderer>(); r.material.color = new Color32(255, 198, 111, 0); StandardShaderUtils.ChangeRenderMode(r.material, StandardShaderUtils.BlendMode.Emission); r.enabled = false; l = go.AddComponent <Light>(); l.shadows = Main.settings.exteriorShadows; l.type = LightType.Spot; l.innerSpotAngle = 14; l.spotAngle = 42; l.color = new Color32(255, 198, 111, 0); l.range = 98; l.enabled = false; }
void FadeIn() { if (m_Transparency < maxTransparency) { if (isStandard) { StandardShaderUtils.ChangeRenderMode(GetComponent <Renderer>().material, StandardShaderUtils.BlendMode.Fade); } Color C = GetComponent <Renderer>().material.color; C.a = m_Transparency; GetComponent <Renderer>().material.color = C; } else { if (!bordersVisible) { if (transform.name.ToLower().Contains(GManager.bordersNameSide) || transform.name.ToLower().Contains(GManager.bordersNameTop)) { transform.gameObject.layer = GManager.nonTransparentLayer; GetComponent <Renderer>().material.renderQueue = 5000; } bordersVisible = true; } return; } if (currentRegressions < numberOfRegressions) { if (!isRegressingAlpha) { if (m_Transparency < regressionTresholdTop) { //Fading in m_Transparency += (1.0f * Time.deltaTime) / FadeInTimeout; } else { isRegressingAlpha = true; } } else { if (m_Transparency > regressionTresholdBottom) { //Fading in m_Transparency -= (1.0f * Time.deltaTime) / FadeInTimeout; } else { isRegressingAlpha = false; currentRegressions++; } } } else { m_Transparency += (1.0f * Time.deltaTime) / FadeInTimeout; } }
// Update is called once per frame void Update() { if (OVRInput.GetDown(OVRInput.Button.Two, OVRInput.Controller.LTouch)) { SwitchToStairs(); } if (OVRInput.GetDown(OVRInput.Button.One, OVRInput.Controller.LTouch)) { changeOpa = !changeOpa; } if (changeOpa) { StandardShaderUtils.ChangeRenderMode(grass.GetComponent <Renderer>().material, StandardShaderUtils.BlendMode.Transparent); StandardShaderUtils.ChangeRenderMode(ground.GetComponent <Renderer>().material, StandardShaderUtils.BlendMode.Transparent); ChangeOpacity(); } else { StandardShaderUtils.ChangeRenderMode(grass.GetComponent <Renderer>().material, StandardShaderUtils.BlendMode.Opaque); StandardShaderUtils.ChangeRenderMode(ground.GetComponent <Renderer>().material, StandardShaderUtils.BlendMode.Opaque); } }
void FadeIn() { if (m_Transparency < 1.0f) { if (isStandard) { StandardShaderUtils.ChangeRenderMode(GetComponent <Renderer>().material, StandardShaderUtils.BlendMode.Fade); } Color C = GetComponent <Renderer>().material.color; C.a = m_Transparency; GetComponent <Renderer>().material.color = C; } else { if (isStandard) { StandardShaderUtils.ChangeRenderMode(GetComponent <Renderer>().material, StandardShaderUtils.BlendMode.Opaque); } // Reset the shader GetComponent <Renderer>().material.shader = m_OldShader; GetComponent <Renderer>().material.color = m_OldColor; // And remove this script Destroy(this); } //Fading in m_Transparency += (1.0f * Time.deltaTime) / FadeInTimeout; }
public static Hitbox CreateHitbox(GameObject owner, Dictionary <string, string> dict) { GameObject hboxObj = GameObject.CreatePrimitive(PrimitiveType.Cube); hboxObj.name = "Hitbox"; Hitbox hbox = hboxObj.AddComponent <Hitbox>(); hbox.transform.SetParent(owner.transform); hbox.owner = owner.GetComponent <BattleObject>(); Renderer rend = hbox.GetComponent <Renderer>(); Material mat = rend.material; mat.SetColor("_Color", new Color(1.0f, 0, 0, 0.5f)); StandardShaderUtils.ChangeRenderMode(mat, StandardShaderUtils.BlendMode.Transparent); //Load all the hitbox info from the dict of values generated by the subaction hbox.LoadValuesFromDict(dict); hbox.SizeToOwner(owner.GetComponent <BattleObject>()); //FIXME hitbox locks are odd. They're attached to actions for some reason? HitboxLock new_lock = new HitboxLock(hbox.lock_name); hbox.hitbox_lock = new_lock; return(hbox); }
// Start is called before the first frame update void Awake() { arOrigin = FindObjectOfType <ARSessionOrigin>(); objRenderer = GetComponent <Renderer>(); objCollider = GetComponent <Collider>(); StandardShaderUtils.ChangeRenderMode(objRenderer.material, TransMode); }
public void MakeOpaque() { foreach (Renderer renderer in GetRenderers()) { StandardShaderUtils.ChangeRenderMode(renderer.material, StandardShaderUtils.BlendMode.Opaque); renderer.material.color = new Color(renderer.material.color.r, renderer.material.color.g, renderer.material.color.b, 1f); } }
public static Material MakePhantom(Material m) { var result = new Material(m); StandardShaderUtils.ChangeRenderMode(result, StandardShaderUtils.BlendMode.Fade); result.color = result.color.Change(a: 0.15f); return(result); }
// Start is called before the first frame update void Start() { arOrigin = FindObjectOfType <ARSessionOrigin>(); m_Renderer = trackingObj.GetComponent <Renderer>(); var fadeMode = StandardShaderUtils.BlendMode.Fade; StandardShaderUtils.ChangeRenderMode(m_Renderer.material, fadeMode); }
public void MakeTransparent() { foreach (Renderer renderer in GetRenderers()) { StandardShaderUtils.ChangeRenderMode(renderer.material, StandardShaderUtils.BlendMode.Transparent); renderer.material.color = new Color(renderer.material.color.r, renderer.material.color.g, renderer.material.color.b, 0.1f); } }
public void OnPointerClick(PointerEventData eventData) { if (detectingPlacement && placementPoseIsValid) { StandardShaderUtils.ChangeRenderMode(objRenderer.material, OpaqueMode); detectingPlacement = false; } }
private void MakeBuildingMeshTransparent() { foreach (Material m in materials) { StandardShaderUtils.ChangeRenderMode(m, StandardShaderUtils.BlendMode.Transparent); Color c = m.color; c.a = AlphaValue; m.color = c; } }
public void makeTransparent(float alphaArg = 0.5f) { foreach (Renderer render in comps) { StandardShaderUtils.ChangeRenderMode(render.material, StandardShaderUtils.BlendMode.Transparent); Color color = render.material.color; color.a = alphaArg; render.material.color = color; } }
// Use this for initialization void Start() { basicColors = new List <Color>(); for (int i = 0; i < fadeTargets.Count; i++) { basicColors.Add(fadeTargets[i].material.color); StandardShaderUtils.ChangeRenderMode(fadeTargets[i].material, StandardShaderUtils.BlendMode.Transparent); } alphaColor = new Color(1.0f, 1.0f, 1.0f, targetAlphaValue); }
public void ShowMobileFiringArcAltHighlight(ArcFacing facing) { //Mobile arc alt string newTexture = "ShipStandInsert/Universal/SecondEdition/" + this.ShipInfo.BaseSize.ToString() + "/" + this.Faction.ToString() + "/" + facing.ToString(); Material newMaterial = CreateMaterial(newTexture); StandardShaderUtils.ChangeRenderMode(newMaterial, StandardShaderUtils.BlendMode.Fade); ShipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/ThirdArc").GetComponent <Renderer>().material = newMaterial; ShipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/ThirdArc").GetComponent <MeshRenderer>().enabled = true; }
/// <summary> /// Init class method. /// </summary> private void Init() { // get standard shared materials utils class reference. standardSharedUtils = GetComponent <StandardShaderUtils>(); // disable all editor only gameObjects. DisableEditorOnlyGameObejcts(); // hide all mesh renderer for checkpoints and area loaders. HideCheckpoints(); }
public void ExitBuildingPlacement() { foreach (var r in gameObject.GetComponentsRecursive <MeshRenderer>()) { StandardShaderUtils.ChangeRenderMode(r.material, StandardShaderUtils.BlendMode.Opaque); r.material.color = DefaultColor; } gameObject.GetComponent <Collider>().isTrigger = false; enabled = false; }
void AparecerObjeto(ObjetoEscondidoData objData) { if (objData.mat != null) { Debug.Log("Reaparece."); StandardShaderUtils.ChangeRenderMode(objData.mat, StandardShaderUtils.BlendMode.Opaque); Color c = objData.mat.color; c.a = 1f; objData.mat.color = c; } objData.escondido = false; }
public void OnTrackedClick(PointerEventData eventData) { Debug.Log("Click detected on Object!"); if (detectingPlacement && placementPoseIsValid) { Debug.Log("Placing object!"); m_Renderer.material.SetFloat("_Mode", 0); var opaqueMode = StandardShaderUtils.BlendMode.Opaque; StandardShaderUtils.ChangeRenderMode(m_Renderer.material, opaqueMode); detectingPlacement = false; } }
public void FadeOut(float duration = 0.5f, EaseMode ease = EaseMode.None) { MeshRenderer[] mrs = GetComponentsInChildren <MeshRenderer>(); foreach (MeshRenderer mr in mrs) { foreach (Material mat in mr.materials) { StandardShaderUtils.ChangeRenderMode(mat, StandardShaderUtils.BlendMode.Transparent); } } ChangeAlpha(0, duration: duration, ease); }
public void SetShipBaseImageSecondEdition() { string newTexture = "ShipStandInsert/Universal/SecondEdition/" + this.ShipInfo.BaseSize.ToString() + "/Base"; Material newMaterial = CreateMaterial(newTexture); shipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/default").GetComponent <Renderer>().material = newMaterial; shipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/default").GetComponent <Renderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; //Ship Info newTexture = "ShipStandInsert/Universal/SecondEdition/" + this.ShipInfo.BaseSize.ToString() + "/" + this.Faction.ToString() + "/Info"; newMaterial = CreateMaterial(newTexture); StandardShaderUtils.ChangeRenderMode(newMaterial, StandardShaderUtils.BlendMode.Fade); shipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/ShipInfo").GetComponent <Renderer>().material = newMaterial; shipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/ShipInfo").GetComponent <Renderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; shipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/ShipInfo").GetComponent <MeshRenderer>().enabled = true; //Forward arc ArcPrimary arcPrimary = ArcsInfo.GetArc <ArcPrimary>(); if (arcPrimary != null && !ArcsInfo.HasArc(ArcType.FullFront)) { newTexture = "ShipStandInsert/Universal/SecondEdition/" + this.ShipInfo.BaseSize.ToString() + "/" + this.Faction.ToString() + "/Front"; newMaterial = CreateMaterial(newTexture); StandardShaderUtils.ChangeRenderMode(newMaterial, StandardShaderUtils.BlendMode.Fade); shipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/FirstArc").GetComponent <Renderer>().material = newMaterial; shipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/FirstArc").GetComponent <Renderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; shipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/FirstArc").GetComponent <MeshRenderer>().enabled = true; } else if (ArcsInfo.HasArc(ArcType.FullFront)) { newTexture = "ShipStandInsert/Universal/SecondEdition/" + this.ShipInfo.BaseSize.ToString() + "/" + this.Faction.ToString() + "/FullFront"; newMaterial = CreateMaterial(newTexture); StandardShaderUtils.ChangeRenderMode(newMaterial, StandardShaderUtils.BlendMode.Fade); shipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/FirstArc").GetComponent <Renderer>().material = newMaterial; shipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/FirstArc").GetComponent <Renderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; shipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/FirstArc").GetComponent <MeshRenderer>().enabled = true; } //Rear arc if (ArcsInfo.Arcs.Any(n => n.Facing == ArcFacing.Rear)) { newTexture = "ShipStandInsert/Universal/SecondEdition/" + this.ShipInfo.BaseSize.ToString() + "/" + this.Faction.ToString() + "/Rear"; newMaterial = CreateMaterial(newTexture); StandardShaderUtils.ChangeRenderMode(newMaterial, StandardShaderUtils.BlendMode.Fade); shipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/SecondArc").GetComponent <Renderer>().material = newMaterial; shipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/SecondArc").GetComponent <Renderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; shipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/SecondArc").GetComponent <MeshRenderer>().enabled = true; } shipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/PilotName").GetComponent <TextMesh>().text = this.PilotNameShort ?? this.PilotInfo.PilotName; shipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/PilotSkill").GetComponent <TextMesh>().text = this.State.Initiative.ToString(); shipAllParts.Find("ShipBase/ShipStandInsert/ShipStandInsertImage/ShipIcon").GetComponent <TextMesh>().text = this.ShipIconLetter.ToString(); }
public override void setOpaque(bool opaque) { if (opaque) { StandardShaderUtils.ChangeRenderMode(rend.material, StandardShaderUtils.BlendMode.Opaque); rend.material.DisableKeyword("_EMISSION"); } else { StandardShaderUtils.ChangeRenderMode(rend.material, StandardShaderUtils.BlendMode.Transparent); rend.material.EnableKeyword("_EMISSION"); } }
private static void CreateEngineLights(TrainCar engine) { Main.Log("creating engine lights..."); GameObject go; Renderer r; Light l; Vector3 euler = engine.transform.rotation.eulerAngles; // Front Head Light go = GameObject.CreatePrimitive(PrimitiveType.Sphere); go.name = extLights[0]; GameObject.DestroyImmediate(go.GetComponent <Collider>()); go.transform.position = engine.transform.position; go.transform.rotation = Quaternion.Euler(euler.x + 10f, euler.y, euler.z); go.transform.localScale = new Vector3(0.28f, 0.28f, 0.05f); r = go.GetComponent <Renderer>(); r.material.color = new Color32(255, 198, 111, 0); StandardShaderUtils.ChangeRenderMode(r.material, StandardShaderUtils.BlendMode.Emission); r.enabled = false; l = go.AddComponent <Light>(); l.shadows = Main.settings.exteriorShadows; l.type = LightType.Spot; l.innerSpotAngle = 14; l.spotAngle = 42; l.color = new Color32(255, 198, 111, 0); l.range = 98; l.enabled = false; go.transform.position += engine.transform.forward * 10.86f; go.transform.position += engine.transform.up * 3.58f; go.transform.SetParent(engine.transform, true); // copy the cab light so teardown is easier Transform cabLight = engine.transform.Find("[cab light]"); go = new GameObject() { name = intLights[0] }; l = go.AddComponent <Light>(); l.type = LightType.Point; l.shadows = Main.settings.interiorShadows; // default cab light: Color32(255, 253, 240, 255) l.color = new Color32(255, 179, 63, 255); l.range = 6.6f; l.enabled = false; go.transform.position = cabLight.position; go.transform.SetParent(engine.transform, true); }