Files
Fishing2/Packages/com.nwh.dynamicwaterphysics/Samples~/BaseSample/Materials/WaterMask/SetRenderQueue.cs
2026-02-27 17:44:21 +08:00

40 lines
1.4 KiB
C#

// ╔════════════════════════════════════════════════════════════════╗
// ║ Copyright © 2025 NWH Coding d.o.o. All rights reserved. ║
// ║ Licensed under Unity Asset Store Terms of Service: ║
// ║ https://unity.com/legal/as-terms ║
// ║ Use permitted only in compliance with the License. ║
// ║ Distributed "AS IS", without warranty of any kind. ║
// ╚════════════════════════════════════════════════════════════════╝
/*
SetRenderQueue.cs
Sets the RenderQueue of an object's materials on Awake. This will instance
the materials, so the script won't interfere with other renderers that
reference the same materials.
*/
#region
using UnityEngine;
#endregion
namespace NWH.DWP2
{
[AddComponentMenu("Rendering/SetRenderQueue")]
public class SetRenderQueue : MonoBehaviour
{
public int queue;
protected void Awake()
{
Material[] materials = GetComponent<Renderer>().materials;
for (int i = 0; i < materials.Length; ++i)
{
materials[i].renderQueue = queue;
}
}
}
}