/// <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); } } } }