SetRenderQueue

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m (Text replace - "<javascript>" to "<syntaxhighlight lang="javascript">")
(C# (By Daniel Brauer))
 
(2 intermediate revisions by 2 users not shown)
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==C# (By Daniel Brauer)==
 
==C# (By Daniel Brauer)==
 
<syntaxhighlight lang="csharp">using UnityEngine;
 
<syntaxhighlight lang="csharp">using UnityEngine;
using System.Collections;
 
  
 
[AddComponentMenu("Effects/SetRenderQueue")]
 
[AddComponentMenu("Effects/SetRenderQueue")]
Line 20: Line 19:
  
 
public class SetRenderQueue : MonoBehaviour {
 
public class SetRenderQueue : MonoBehaviour {
 +
  [Tooltip("Background=1000, Geometry=2000, AlphaTest=2450, Transparent=3000, Overlay=4000")]
 
   public int queue = 1;
 
   public int queue = 1;
 
    
 
    
 
   public int[] queues;
 
   public int[] queues;
 
    
 
    
   protected void Start() {
+
   void Start() {
 +
      Renderer renderer = GetComponent<Renderer>();
 
       if (!renderer || !renderer.sharedMaterial || queues == null)
 
       if (!renderer || !renderer.sharedMaterial || queues == null)
 
         return;
 
         return;
Line 30: Line 31:
 
       for (int i = 0; i < queues.Length && i < renderer.sharedMaterials.Length; i++)
 
       for (int i = 0; i < queues.Length && i < renderer.sharedMaterials.Length; i++)
 
         renderer.sharedMaterials[i].renderQueue = queues[i];
 
         renderer.sharedMaterials[i].renderQueue = queues[i];
 +
  }
 +
 +
  void OnValidate() {
 +
      Start();
 
   }
 
   }
 
    
 
    
 
}</syntaxhighlight>
 
}</syntaxhighlight>
  
 +
== License ==
 +
 +
The MIT License (MIT)
 +
 +
Copyright (c) 2009 Daniel Brauer
 +
 +
Permission is hereby granted, free of charge, to any person obtaining a copy
 +
of this software and associated documentation files (the "Software"), to deal
 +
in the Software without restriction, including without limitation the rights
 +
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 +
copies of the Software, and to permit persons to whom the Software is
 +
furnished to do so, subject to the following conditions:
 +
 +
The above copyright notice and this permission notice shall be included in all
 +
copies or substantial portions of the Software.
 +
 +
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 +
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 +
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 +
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 +
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 +
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
 +
SOFTWARE.
  
 
==JS (By Alex Schwartz)==
 
==JS (By Alex Schwartz)==
Line 53: Line 81:
 
}  
 
}  
 
} else {renderer.sharedMaterial.renderQueue = queue;}
 
} else {renderer.sharedMaterial.renderQueue = queue;}
}</javascript>
+
}</syntaxhighlight>
  
 
[[Category: Utility]]
 
[[Category: Utility]]
 
[[Category: JavaScript]]
 
[[Category: JavaScript]]

Latest revision as of 01:06, 26 March 2016

Author: Alex Schwartz (GTJuggler) and Daniel Brauer

Contents

[edit] Description

Allows you to set the render order for objects to avoid transparent sort issues. JS version has been extended to allow an option to affect all children of a GameObject but removes the option to affect materials other than sharedMaterial, as that was not necessary in my project. Feel free to modify.

Notes

  • The default transparent queue is 3000.
  • Lower queues will be rendered first, higher ones later.
  • This change will affect the shared material, so you have to make separate materials for separate render queues.
  • In the editor, this change will persist across runs. However, the scripts still need to be attached to the correct objects in a build in order to work there.

[edit] C# (By Daniel Brauer)

using UnityEngine;
 
[AddComponentMenu("Effects/SetRenderQueue")]
[RequireComponent(typeof(Renderer))]
 
public class SetRenderQueue : MonoBehaviour {
   [Tooltip("Background=1000, Geometry=2000, AlphaTest=2450, Transparent=3000, Overlay=4000")]
   public int queue = 1;
 
   public int[] queues;
 
   void Start() {
      Renderer renderer = GetComponent<Renderer>();
      if (!renderer || !renderer.sharedMaterial || queues == null)
         return;
      renderer.sharedMaterial.renderQueue = queue;
      for (int i = 0; i < queues.Length && i < renderer.sharedMaterials.Length; i++)
         renderer.sharedMaterials[i].renderQueue = queues[i];
   }
 
   void OnValidate() {
      Start();
   }
 
}

[edit] License

The MIT License (MIT)

Copyright (c) 2009 Daniel Brauer

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

[edit] JS (By Alex Schwartz)

var queue : int = 3000; //3000 is default in Unity
var applyToChildren : boolean = false;
 
function Awake(){
	SetRenderQueue();
}
 
function SetRenderQueue(){
	if (!renderer || !renderer.sharedMaterial || applyToChildren){
		if(applyToChildren){
			for(var child : Transform in transform){
				child.renderer.sharedMaterial.renderQueue = queue;
			}
		} else { 
			print("No renderer found on this GameObject. Check the applyToChildren box to apply settings to children"); 
		} 	 
	} else {renderer.sharedMaterial.renderQueue = queue;}
}
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