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Question by DrJBN · May 24 at 11:26 AM · renderingtransparentrendersettingsreal-timeopaque

How to change Render mode in URP at runtime?

I was using the code listed below to change rendermodes from opaque to transparent & back again using the Built In Pipeline. After switching over to the URP, it no longer works. No console messages or errors, just no change in the object. Can someone point me in the right direction to get it going again?

  public static void ChangeRenderMode(Material standardShaderMaterial, BlendMode blendMode)
         {
             switch (blendMode)
             {
                 case BlendMode.Opaque:
                     standardShaderMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
                     standardShaderMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
                     standardShaderMaterial.SetInt("_ZWrite", 1);
                     standardShaderMaterial.DisableKeyword("_ALPHATEST_ON");
                     standardShaderMaterial.DisableKeyword("_ALPHABLEND_ON");
                     standardShaderMaterial.DisableKeyword("_ALPHAPREMULTIPLY_ON");
                     standardShaderMaterial.renderQueue = -1;
                     break;
                 case BlendMode.Cutout:
                     standardShaderMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
                     standardShaderMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
                     standardShaderMaterial.SetInt("_ZWrite", 1);
                     standardShaderMaterial.EnableKeyword("_ALPHATEST_ON");
                     standardShaderMaterial.DisableKeyword("_ALPHABLEND_ON");
                     standardShaderMaterial.DisableKeyword("_ALPHAPREMULTIPLY_ON");
                     standardShaderMaterial.renderQueue = 2450;
                     break;
                 case BlendMode.Fade:
                     standardShaderMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
                     standardShaderMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
                     standardShaderMaterial.SetInt("_ZWrite", 0);
                     standardShaderMaterial.DisableKeyword("_ALPHATEST_ON");
                     standardShaderMaterial.EnableKeyword("_ALPHABLEND_ON");
                     standardShaderMaterial.DisableKeyword("_ALPHAPREMULTIPLY_ON");
                     standardShaderMaterial.renderQueue = 3000;
                     break;
                 case BlendMode.Transparent:
                     standardShaderMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
                     standardShaderMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
                     standardShaderMaterial.SetInt("_ZWrite", 0);
                     standardShaderMaterial.DisableKeyword("_ALPHATEST_ON");
                     standardShaderMaterial.DisableKeyword("_ALPHABLEND_ON");
                     standardShaderMaterial.EnableKeyword("_ALPHAPREMULTIPLY_ON");
                     standardShaderMaterial.renderQueue = 3000;
                     break;
             }
 
         }
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Answer by DrJBN · May 24 at 11:57 AM

-The answer seems to be that URP won't let you accomplish that this way anymore. What has worked for me is to make 2 materials, one opaque and one transparent and swap them out when needed.

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