How can I switch between rendering modes of standard shader?












2














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.










share|improve this question





























    2














    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.










    share|improve this question



























      2












      2








      2







      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.










      share|improve this question















      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






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Nov 10 at 23:52









      DeanOC

      5,40263045




      5,40263045










      asked Nov 10 at 23:44









      Benzi Avrumi

      39110




      39110





























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