优化回声描边逻辑
This commit is contained in:
@@ -69,6 +69,24 @@ namespace IndianOceanAssets.Engine2_5D
|
||||
{
|
||||
_mainCamera = Camera.main;
|
||||
UpdateMaterialProperties();
|
||||
|
||||
// 确保遮罩平面在所有Sprite之后渲染
|
||||
if (maskPlane != null)
|
||||
{
|
||||
Renderer renderer = maskPlane.GetComponent<Renderer>();
|
||||
if (renderer != null)
|
||||
{
|
||||
// 设置渲染队列为最后(Overlay之后)
|
||||
renderer.sortingOrder = 9999;
|
||||
|
||||
// 如果使用MeshRenderer,设置material的渲染队列
|
||||
if (renderer is MeshRenderer && darknessMaterial != null)
|
||||
{
|
||||
// 保持在Transparent之后
|
||||
darknessMaterial.renderQueue = 3100; // Transparent+100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
|
||||
Reference in New Issue
Block a user