//修改为透明
   material.SetFloat("_Surface",1.0f);
   material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
   material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
   material.SetInt("_ZWrite", 0);
   material.DisableKeyword("_ALPHATEST_ON");
   material.DisableKeyword("_ALPHABLEND_ON");
   material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
   material.renderQueue = 3000;
  
 //修改为不透明
   material.SetFloat("_Surface",0.0f);
   material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
   material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
   material.SetInt("_ZWrite", 1);
   material.DisableKeyword("_ALPHATEST_ON");
   material.DisableKeyword("_ALPHABLEND_ON");
   material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
   material.renderQueue = -1;