using UnityEngine; public class XRayShadowController : MonoBehaviour { public float duration; public float deleteTime; public MeshRenderer meshRenderer; void Update() { float tempTime = deleteTime - Time.time; if (tempTime <= 0) { Destroy(gameObject); } else if (meshRenderer.material) { float rate = tempTime / duration; Color cal = meshRenderer.material.GetColor("_RimColor"); cal.a *= rate; meshRenderer.material.SetColor("_RimColor", cal); } } public void SetColor(Color color) { if (meshRenderer && meshRenderer.material) { meshRenderer.material.SetColor("_RimColor", color); } } public void SetIntensity(float intensity) { if (meshRenderer && meshRenderer.material) { meshRenderer.material.SetFloat("_RimIntensity", intensity); } } }