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名师互学网 > IT > 软件开发 > 游戏开发 > Unity3D

Unity 模型整体更改材质

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Unity 模型整体更改材质

using System;
using System.Collections.Generic;
using UnityEngine;

public class ModelTransparent : MonoBehaviour
{
    /// 
    /// 用于保存模型原来得Material
    /// 
    [HideInInspector] public List Material_List = new List();

    /// 
    /// 透明材质
    /// 
    public Material MaterialTransparent;

    private void Awake()
    {
        RecordOriginalMaterials();
    }

    /// 
    /// 记录模型原本得材质
    /// 
    void RecordOriginalMaterials()
    {
        MeshRenderer[] rendererArray = GetComponentsInChildren();
        if (rendererArray.Length != 0)
        {
            Material_List.Clear();
            for (int i = 0; i < rendererArray.Length; i++)
            {
                int temp = i;
                Material[] materialArray = rendererArray[temp].materials;
                MaterialList materialList = new MaterialList();
                if (materialArray.Length != 0)
                {
                    for (int j = 0; j < materialArray.Length; j++)
                    {
                        int tempNumber = j;
                        materialList.materialData.Add(materialArray[tempNumber]);
                    }

                    Material_List.Add(materialList);
                }
            }
        }
    }

    /// 
    /// 模型透明
    /// 
    public void ChangeModelForTransparent()
    {
        MeshRenderer[] rendererArray = GetComponentsInChildren();
        if (rendererArray.Length != 0)
        {
            for (int i = 0; i < rendererArray.Length; i++)
            {
                int temp = i;
                Material[] ma = rendererArray[temp].materials;
                if (ma.Length != 0)
                {
                    for (int j = 0; j < ma.Length; j++)
                    {
                        ma[j] = MaterialTransparent;
                    }
                }

                rendererArray[temp].materials = ma;
            }
        }
    }

    /// 
    /// 模型恢复原来的材质
    /// 
    public void ChangeModelMaterialForOriginal()
    {
        MeshRenderer[] rendererArray = GetComponentsInChildren();
        if (rendererArray.Length != 0)
        {
            for (int i = 0; i < rendererArray.Length; i++)
            {
                int temp = i;
                if (i < Material_List.Count)
                {
                    rendererArray[temp].materials = Material_List[temp].materialData.ToArray();
                }
            }
        }
    }
}

[Serializable]
public class MaterialList
{
    public List materialData = new List();

    public MaterialList()
    {
    }

    public MaterialList(List materials)
    {
        materialData = materials;
    }
}

Test:

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Test : MonoBehaviour
{
    private ModelTransparent _modelTransparent;
    public GameObject TestGameObject;
    public List
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