How can I switch between rendering modes of standard shader?
The shader:
Shader "Standard"
{
Properties
{
[LM_Albedo] [LM_Transparency] _Color("Color", Color) = (1,1,1,1)
[LM_MasterTilingOffset] [LM_Albedo] _MainTex("Albedo", 2D) = "white" {}
[LM_TransparencyCutOff] _AlphaTestRef("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
[LM_Glossiness] _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.0
[LM_Metallic] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
[LM_Metallic] [LM_Glossiness] _MetallicGlossMap("Metallic", 2D) = "white" {}
_BumpScale("Scale", Float) = 1.0
[LM_NormalMap] _BumpMap("Normal Map", 2D) = "bump" {}
_Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
_ParallaxMap ("Height Map", 2D) = "black" {}
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
_OcclusionMap("Occlusion", 2D) = "white" {}
[LM_Emission] _EmissionColor("Color", Color) = (0,0,0)
[LM_Emission] _EmissionMap("Emission", 2D) = "white" {}
_DetailMask("Detail Mask", 2D) = "white" {}
_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
_DetailNormalMapScale("Scale", Float) = 1.0
_DetailNormalMap("Normal Map", 2D) = "bump" {}
[KeywordEnum(UV1, UV2)] _UVSec ("UV Set for secondary textures", Float) = 0
// UI-only data
[KeywordEnum(None, Realtime, Baked)] _Lightmapping ("GI", Int) = 1
[HideInInspector] _EmissionScaleUI("Scale", Float) = 1.0
[HideInInspector] _EmissionColorUI("Color", Color) = (0,0,0)
[HideInInspector] _EmissionColorWithMapUI("Color", Color) = (1,1,1)
// Blending state
[HideInInspector] _Mode ("__mode", Float) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
}
It have 4 modes: Opaque, Cutout, Fade, Transparent
I want to switch between this 4 modes and affecting the specific gameobject shader rendering modes in the hierarchy using a button.
Each click on the button will switch to the next mode.
And in EditorWindow
The script:
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class ChangeShaderRenderingModes : EditorWindow
{
public enum BlendMode
{
Opaque,
Cutout,
Fade,
Transparent
}
[MenuItem("Tools/Change Rendering Modes")]
public static void ShowWindow()
{
GetWindow<ChangeShaderRenderingModes>("ChangeRenderingModes");
}
private void OnGUI()
{
if(GUI.Button(new Rect(50,50,50,50), "Switch Mode"))
{
var objects = Selection.objects;
}
}
}
I'm not sure how to make the switching and accessing the shader parameters.
c# unity3d
add a comment |
The shader:
Shader "Standard"
{
Properties
{
[LM_Albedo] [LM_Transparency] _Color("Color", Color) = (1,1,1,1)
[LM_MasterTilingOffset] [LM_Albedo] _MainTex("Albedo", 2D) = "white" {}
[LM_TransparencyCutOff] _AlphaTestRef("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
[LM_Glossiness] _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.0
[LM_Metallic] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
[LM_Metallic] [LM_Glossiness] _MetallicGlossMap("Metallic", 2D) = "white" {}
_BumpScale("Scale", Float) = 1.0
[LM_NormalMap] _BumpMap("Normal Map", 2D) = "bump" {}
_Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
_ParallaxMap ("Height Map", 2D) = "black" {}
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
_OcclusionMap("Occlusion", 2D) = "white" {}
[LM_Emission] _EmissionColor("Color", Color) = (0,0,0)
[LM_Emission] _EmissionMap("Emission", 2D) = "white" {}
_DetailMask("Detail Mask", 2D) = "white" {}
_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
_DetailNormalMapScale("Scale", Float) = 1.0
_DetailNormalMap("Normal Map", 2D) = "bump" {}
[KeywordEnum(UV1, UV2)] _UVSec ("UV Set for secondary textures", Float) = 0
// UI-only data
[KeywordEnum(None, Realtime, Baked)] _Lightmapping ("GI", Int) = 1
[HideInInspector] _EmissionScaleUI("Scale", Float) = 1.0
[HideInInspector] _EmissionColorUI("Color", Color) = (0,0,0)
[HideInInspector] _EmissionColorWithMapUI("Color", Color) = (1,1,1)
// Blending state
[HideInInspector] _Mode ("__mode", Float) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
}
It have 4 modes: Opaque, Cutout, Fade, Transparent
I want to switch between this 4 modes and affecting the specific gameobject shader rendering modes in the hierarchy using a button.
Each click on the button will switch to the next mode.
And in EditorWindow
The script:
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class ChangeShaderRenderingModes : EditorWindow
{
public enum BlendMode
{
Opaque,
Cutout,
Fade,
Transparent
}
[MenuItem("Tools/Change Rendering Modes")]
public static void ShowWindow()
{
GetWindow<ChangeShaderRenderingModes>("ChangeRenderingModes");
}
private void OnGUI()
{
if(GUI.Button(new Rect(50,50,50,50), "Switch Mode"))
{
var objects = Selection.objects;
}
}
}
I'm not sure how to make the switching and accessing the shader parameters.
c# unity3d
add a comment |
The shader:
Shader "Standard"
{
Properties
{
[LM_Albedo] [LM_Transparency] _Color("Color", Color) = (1,1,1,1)
[LM_MasterTilingOffset] [LM_Albedo] _MainTex("Albedo", 2D) = "white" {}
[LM_TransparencyCutOff] _AlphaTestRef("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
[LM_Glossiness] _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.0
[LM_Metallic] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
[LM_Metallic] [LM_Glossiness] _MetallicGlossMap("Metallic", 2D) = "white" {}
_BumpScale("Scale", Float) = 1.0
[LM_NormalMap] _BumpMap("Normal Map", 2D) = "bump" {}
_Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
_ParallaxMap ("Height Map", 2D) = "black" {}
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
_OcclusionMap("Occlusion", 2D) = "white" {}
[LM_Emission] _EmissionColor("Color", Color) = (0,0,0)
[LM_Emission] _EmissionMap("Emission", 2D) = "white" {}
_DetailMask("Detail Mask", 2D) = "white" {}
_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
_DetailNormalMapScale("Scale", Float) = 1.0
_DetailNormalMap("Normal Map", 2D) = "bump" {}
[KeywordEnum(UV1, UV2)] _UVSec ("UV Set for secondary textures", Float) = 0
// UI-only data
[KeywordEnum(None, Realtime, Baked)] _Lightmapping ("GI", Int) = 1
[HideInInspector] _EmissionScaleUI("Scale", Float) = 1.0
[HideInInspector] _EmissionColorUI("Color", Color) = (0,0,0)
[HideInInspector] _EmissionColorWithMapUI("Color", Color) = (1,1,1)
// Blending state
[HideInInspector] _Mode ("__mode", Float) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
}
It have 4 modes: Opaque, Cutout, Fade, Transparent
I want to switch between this 4 modes and affecting the specific gameobject shader rendering modes in the hierarchy using a button.
Each click on the button will switch to the next mode.
And in EditorWindow
The script:
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class ChangeShaderRenderingModes : EditorWindow
{
public enum BlendMode
{
Opaque,
Cutout,
Fade,
Transparent
}
[MenuItem("Tools/Change Rendering Modes")]
public static void ShowWindow()
{
GetWindow<ChangeShaderRenderingModes>("ChangeRenderingModes");
}
private void OnGUI()
{
if(GUI.Button(new Rect(50,50,50,50), "Switch Mode"))
{
var objects = Selection.objects;
}
}
}
I'm not sure how to make the switching and accessing the shader parameters.
c# unity3d
The shader:
Shader "Standard"
{
Properties
{
[LM_Albedo] [LM_Transparency] _Color("Color", Color) = (1,1,1,1)
[LM_MasterTilingOffset] [LM_Albedo] _MainTex("Albedo", 2D) = "white" {}
[LM_TransparencyCutOff] _AlphaTestRef("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
[LM_Glossiness] _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.0
[LM_Metallic] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
[LM_Metallic] [LM_Glossiness] _MetallicGlossMap("Metallic", 2D) = "white" {}
_BumpScale("Scale", Float) = 1.0
[LM_NormalMap] _BumpMap("Normal Map", 2D) = "bump" {}
_Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
_ParallaxMap ("Height Map", 2D) = "black" {}
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
_OcclusionMap("Occlusion", 2D) = "white" {}
[LM_Emission] _EmissionColor("Color", Color) = (0,0,0)
[LM_Emission] _EmissionMap("Emission", 2D) = "white" {}
_DetailMask("Detail Mask", 2D) = "white" {}
_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
_DetailNormalMapScale("Scale", Float) = 1.0
_DetailNormalMap("Normal Map", 2D) = "bump" {}
[KeywordEnum(UV1, UV2)] _UVSec ("UV Set for secondary textures", Float) = 0
// UI-only data
[KeywordEnum(None, Realtime, Baked)] _Lightmapping ("GI", Int) = 1
[HideInInspector] _EmissionScaleUI("Scale", Float) = 1.0
[HideInInspector] _EmissionColorUI("Color", Color) = (0,0,0)
[HideInInspector] _EmissionColorWithMapUI("Color", Color) = (1,1,1)
// Blending state
[HideInInspector] _Mode ("__mode", Float) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
}
It have 4 modes: Opaque, Cutout, Fade, Transparent
I want to switch between this 4 modes and affecting the specific gameobject shader rendering modes in the hierarchy using a button.
Each click on the button will switch to the next mode.
And in EditorWindow
The script:
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class ChangeShaderRenderingModes : EditorWindow
{
public enum BlendMode
{
Opaque,
Cutout,
Fade,
Transparent
}
[MenuItem("Tools/Change Rendering Modes")]
public static void ShowWindow()
{
GetWindow<ChangeShaderRenderingModes>("ChangeRenderingModes");
}
private void OnGUI()
{
if(GUI.Button(new Rect(50,50,50,50), "Switch Mode"))
{
var objects = Selection.objects;
}
}
}
I'm not sure how to make the switching and accessing the shader parameters.
c# unity3d
c# unity3d
edited Nov 10 at 23:52
DeanOC
5,40263045
5,40263045
asked Nov 10 at 23:44
Benzi Avrumi
39110
39110
add a comment |
add a comment |
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