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 '18 at 23:52
DeanOC
5,42263045
5,42263045
asked Nov 10 '18 at 23:44
Benzi AvrumiBenzi Avrumi
39110
39110
add a comment |
add a comment |
0
active
oldest
votes
Your Answer
StackExchange.ifUsing("editor", function ()
StackExchange.using("externalEditor", function ()
StackExchange.using("snippets", function ()
StackExchange.snippets.init();
);
);
, "code-snippets");
StackExchange.ready(function()
var channelOptions =
tags: "".split(" "),
id: "1"
;
initTagRenderer("".split(" "), "".split(" "), channelOptions);
StackExchange.using("externalEditor", function()
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled)
StackExchange.using("snippets", function()
createEditor();
);
else
createEditor();
);
function createEditor()
StackExchange.prepareEditor(
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: true,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: 10,
bindNavPrevention: true,
postfix: "",
imageUploader:
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
,
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
);
);
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53244525%2fhow-can-i-switch-between-rendering-modes-of-standard-shader%23new-answer', 'question_page');
);
Post as a guest
Required, but never shown
0
active
oldest
votes
0
active
oldest
votes
active
oldest
votes
active
oldest
votes
Thanks for contributing an answer to Stack Overflow!
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
To learn more, see our tips on writing great answers.
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53244525%2fhow-can-i-switch-between-rendering-modes-of-standard-shader%23new-answer', 'question_page');
);
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown