标签:public void ons asp render mon unity end rds
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class CubeControl : MonoBehaviour
{
      public GameObject Cube;
      private float rotaSpeed=5f;
	  void Update ()
	  {
	    
	        //得到所有可渲染的子物体
	        Renderer[] rds = Cube.GetComponentsInChildren<Renderer>();
	        //逐一遍历他的子物体中的Renderer
	        foreach (Renderer render in rds)
	        {
	              //逐一遍历子物体的子材质(renderer中的material)
	              foreach (Material material in render.materials)
	              {
	                    var r = material.color.r;
        var g = material.color.g;
        var b = material.color.b;
        var alpha = Mathf.PingPong(Time.time / 5f, 1);
        material.color = new Color(r, g, b, alpha);
      }
    }
	    
    //Cube自转
	        Cube.transform.Rotate(new Vector3(0, -1, 0), Time.deltaTime * rotaSpeed);
	  }
}
遍历所有子物体中renderer(渲染器)中的material(材质)并改变其alpha值实现若隐若现的效果
标签:public void ons asp render mon unity end rds
原文地址:http://www.cnblogs.com/Study088/p/7222340.html