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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEditor;
namespace HighlightPlus {
public class TransparentWithDepth {
static Material bmDepthOnly;
[MenuItem ("GameObject/Effects/Highlight Plus/Add Depth To Transparent Object", false, 100)]
static void AddDepthOption () {
Renderer renderer = GetRenderer ();
if (renderer == null)
return;
if (!EditorUtility.DisplayDialog ("Add Depth To Transparent Object", "This option will force the transparent object to write to the depth buffer by adding a new special material to the renderer (existing materials are preserved) so it can occlude and allow See-Through effect.\nOnly use on transparent objects.\n\nProceed?", "Yes", "No")) {
return;
}
Material[] materials = renderer.sharedMaterials;
for (int k = 0; k < materials.Length; k++) {
if (materials [k] == bmDepthOnly) {
EditorUtility.DisplayDialog ("Depth Support", "Already set! Nothing to do.", "Ok");
return;
}
}
if (materials == null) {
renderer.sharedMaterial = bmDepthOnly;
} else {
List<Material> newMaterials = new List<Material> (materials);
newMaterials.Insert (0, bmDepthOnly);
renderer.sharedMaterials = newMaterials.ToArray ();
}
}
[MenuItem ("GameObject/Effects/Highlight Plus/Remove Depth Compatibility", false, 101)]
static void RemoveDepthOption () {
Renderer renderer = GetRenderer ();
if (renderer == null)
return;
Material[] materials = renderer.sharedMaterials;
for (int k = 0; k < materials.Length; k++) {
if (materials [k] == bmDepthOnly) {
List<Material> newMaterials = new List<Material> (renderer.sharedMaterials);
newMaterials.RemoveAt (k);
renderer.sharedMaterials = newMaterials.ToArray ();
return;
}
}
for (int k = 0; k < materials.Length; k++) {
if (materials [k] == bmDepthOnly) {
EditorUtility.DisplayDialog ("Depth Support", "This object was not previously modified! Nothing to do.", "Ok");
return;
}
}
}
static Renderer GetRenderer () {
if (Selection.activeGameObject == null) {
EditorUtility.DisplayDialog ("Depth Support", "This option can only be used on GameObjects.", "Ok");
return null;
}
Renderer renderer = Selection.activeGameObject.GetComponent<Renderer> ();
if (renderer == null) {
EditorUtility.DisplayDialog ("Depth Support", "This option can only be used on GameObjects with a Renderer component attached.", "Ok");
return null;
}
if (bmDepthOnly == null) {
bmDepthOnly = Resources.Load<Material> ("HighlightPlus/HighlightPlusDepthWrite");
if (bmDepthOnly == null) {
EditorUtility.DisplayDialog ("Depth Support", "HighlightPlusDepthWrite material not found!", "Ok");
return null;
}
}
return renderer;
}
}
}