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JJBB/Assets/Project/Script/Shader/MaterialAlphaHub.cs
2024-08-23 15:49:34 +08:00

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using System.Collections.Generic;
using UnityEngine;
public class MaterialAlphaHub : MonoBehaviour
{
// 注Unity不支持运行时获得全部属性名称因此需要编辑器脚本来初始化这个列表
public RendererAlphaData[] rendererAlphaDatas;
public float alphaRatio = 1f;
private float _lastAlphaRatio;
private void Awake()
{
_lastAlphaRatio = alphaRatio;
}
private void Start()
{
SetCurrentRatio();
}
private void LateUpdate()
{
if (_lastAlphaRatio != alphaRatio)
{
_lastAlphaRatio = alphaRatio;
SetCurrentRatio();
}
}
private void SetCurrentRatio()
{
for (var i = 0; i < rendererAlphaDatas.Length; i++)
rendererAlphaDatas[i].SetMaterialAlpha(alphaRatio);
}
[System.Serializable]
// 注:这个类实例仅能使用编辑器代码构造
public class RendererAlphaData
{
public Renderer renderer;
public MaterialAlphaData[] materialDatas;
public void SetMaterialAlpha(float ratio)
{
// 注以materialDatas记录数量为准实际翅膀会额外添加XRay材质
for (var i = 0; i < materialDatas.Length; i++)
materialDatas[i].SetMaterialAlpha(renderer.materials[i], ratio);
}
}
// 注:这个类实例仅能使用编辑器代码构造
[System.Serializable]
public class MaterialAlphaData
{
public List<PropertyAlphaData> parameterList = new List<PropertyAlphaData>();
public void SetMaterialAlpha(Material material, float ratio)
{
for (var i = 0; i < parameterList.Count; i++)
{
// 注考虑到实际操作中可能有颜色变化问题因此每一帧都重新取得RGB值
var color = material.GetColor(parameterList[i].NameId);
color.a = parameterList[i].alpha * ratio;
material.SetColor(parameterList[i].NameId, color);
}
}
}
// 注Unity不支持泛型序列化因此不能使用KeyValue和MyTuple
[System.Serializable]
public struct PropertyAlphaData
{
public int NameId
{
get
{
if (_nameId == null)
_nameId = Shader.PropertyToID(name);
return _nameId.Value;
}
}
private int? _nameId;
public string name;
public float alpha;
}
}