• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
Question by DrJBN · May 24, 2022 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 switc$$anonymous$$ng 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;
             }
 
         }
Comment

People who like this

0 Show 0
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image

Answer by DrJBN · May 24, 2022 at 11:57 AM

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

Comment

People who like this

0 Show 0 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

158 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

how to remove texture show-through? 0 Answers

Renderer using wrong rendering mode (Transparent instead of Opaque) 2 Answers

Stencil buffer and transparency 0 Answers

paritcle system sorting layer and order ignored 3 Answers

Why are the UI Textures darkening when Built? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges