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Question by Crevecoeur · Mar 22, 2016 at 04:14 PM · shadermaterialtransparent shader

Switch between two shaders : alpha does not return in its initial state

Hi all,

I am currently working on a highlight system that switches the shader of the material on my targeted object. The first step Standard Shader to Highlight Shader works fine.

My problem occurs on the second step : Highlight shader to Standard Shader. When I "untarget" a glass and return to the Standard shader, the glass becomes totally transparent instead of its initial level of 80% of transparency. I checked in the inspector, the alpha level is correct (80% transparency) so I tried to modify it and the glass recovered immediately its original state. It seems the alpha level is "reset" or just not applied when I change back the shader, I don't know.

I tried in my "switchShader" code to use material.SetColor() in order to force the material to applied the alpha level like I did manually in the inspector but it doesn't work.

Here my two functions to switch shaders :

     public void SwitchOn (Renderer renderer, string propertyName, Color color)
     {
         if (renderer) {
             foreach (Material mat in renderer.materials) {      
                 if (mat.shader == normalShader) {
                     mat.shader = highlightShader;
                     mat.SetColor (propertyName, color);
                 } 
             }
         }
     }
 
     public void SwitchOff (Renderer renderer)
     {
         if (renderer) {
             foreach (Material mat in renderer.materials) {      
                 if (mat.shader == highlightShader) {
                     mat.shader = normalShader;
                 }
             }
         }
     }

 

If someone has an idea to avoid this transparency problem. Thanks for helping

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