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Question by skygunner · Jan 21, 2011 at 06:09 AM · shaderraycast

How do I restore a shader after a raycast?

Hi. If I change the transparency of a shader once it is hit by a raycast using the code below, how can I restore it after it is no longer being "hit" by the raycast?

void Update() {

RaycastHit hit;

 if (Physics.Raycast(transform.position, transform.forward, 10))
 {
     //changes the shader and transparency
     hit.collider.renderer.material.shader = Shader.Find("Transparent/Diffuse");
     Color color = hit.collider.renderer.material.color;
     color.a = 0.5f;
     hit.collider.renderer.material.color = color;


 }

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Answer by DaveA · Jan 21, 2011 at 06:32 AM

Save the hit collider in a local var, and add an 'else' clause which restores it. You may want a 'sentinal' boolean or something (or just use said var) to test that it was 'just hit' or 'just un-hit' so you don't have to reset it on every frame.

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avatar image skygunner · Jan 21, 2011 at 07:06 AM 0
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Hmm, so something like this?

Collider hitCollider;

if (){ ... hitCollider = hit.collider; }

else { Color color = hit.collider.renderer.material.color; color.a = 1; hitCollider.renderer.material.color = color }

avatar image DaveA · Jan 21, 2011 at 08:00 AM 0
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Something like that. You may want to add: .... else { if (hitCollider) { .. reset color/alpha ..; hitCollider = null; } Testing hitCollider for non-null, and setting to null after using it, ensures that the reset only happens once, not every frame.

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