Unity 模型整体更改材质

using System.Collections.Generic;
using UnityEngine;

public class MaterialsManager : MonoBehaviour
{
    /// <summary>
    /// 透明材质
    /// </summary>
    public Material MaterialTransparent;

    /// <summary>
    /// 模型中所有的Renderer
    /// </summary>
    private Renderer[] _renderers;

    /// <summary>
    /// 保存各个renderer对应的材质到字典中
    /// </summary>
    private Dictionary<Renderer, Material[]> rendererMaterialsDic = new();

    private void Awake()
    {
        _renderers = GetComponentsInChildren<Renderer>();
        RecordRenderersToDic();
    }

    /// <summary>
    /// 将各个renderer对应的原始材质写入字典中
    /// </summary>
    void RecordRenderersToDic()
    {
        for (int i = 0; i < _renderers.Length; i++)
        {
            Material[] materialArray = _renderers[i].materials;
            rendererMaterialsDic.Add(_renderers[i], materialArray);
        }
    }

    /// <summary>
    /// 模型透明(部分为原始材质)
    /// </summary>
    /// <param name="orignalModelTr">不透明的部分</param>
    public void ModelToTransparent(Transform orignalModelTr)
    {
        Renderer[] renderers = orignalModelTr.GetComponentsInChildren<Renderer>();
        List<Renderer> rendererList = new List<Renderer>();
        for (int i = 0; i < _renderers.Length; i++)
        {
            for (int j = 0; j < renderers.Length; j++)
            {
                if (_renderers[i] == renderers[j])
                {
                    rendererList.Add(_renderers[i]);
                }
            }

            Material[] materials = new Material[_renderers[i].materials.Length];
            for (int k = 0; k < materials.Length; k++)
            {
                materials[k] = MaterialTransparent;
            }

            _renderers[i].materials = materials;
        }

        for (int i = 0; i < rendererList.Count; i++)
        {
            rendererList[i].materials = rendererMaterialsDic[rendererList[i]];
        }
    }

    /// <summary>
    /// 模型全透明
    /// </summary>
    public void ModelToTransparent()
    {
        for (int i = 0; i < _renderers.Length; i++)
        {
            Material[] materials = new Material[_renderers[i].materials.Length];
            for (int j = 0; j < materials.Length; j++)
            {
                materials[j] = MaterialTransparent;
            }

            _renderers[i].materials = materials;
        }
    }

    /// <summary>
    /// 模型恢复原始材质
    /// </summary>
    public void ModelResetOrignalMaterial()
    {
        foreach (Renderer t in _renderers)
        {
            Material[] materials = rendererMaterialsDic[t];

            t.materials = materials;
        }
    }
}
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