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 '18 at 23:52









      DeanOC

      5,42263045




      5,42263045










      asked Nov 10 '18 at 23:44









      Benzi AvrumiBenzi Avrumi

      39110




      39110






















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