如何动态去除已经添加的shader效果

shader 来源于 https://forum.cocos.com/t/topic/73013 帖子中,

效果不错,但是由于需求的变更,现在想动态去除shader特效,恢复默认。无从下手。。。。

取的FluxaySuper特效 源码如下

     const renderEngine = cc.renderer.renderEngine;
     const renderer = renderEngine.renderer;
     let CustomMaterial = require('CustomMaterial');

      const shader = {
         name: 'FluxaySuper',
        params: [
                { name: 'time', type: renderer.PARAM_FLOAT, defaultValue: 0 },
       ],

      start() {
         this._start = Date.now();
     },

    update(sprite, material) {
           const now = Date.now();
           let time = ((now - this._start) / 1000)
           material.setParamValue('time', time);
   },

   defines:[],

   vert: `
       uniform mat4 viewProj;
       attribute vec3 a_position;
       attribute vec2 a_uv0;
       varying vec2 uv0;
       void main () {
           vec4 pos = viewProj * vec4(a_position, 1);
          gl_Position = pos;
           uv0 = a_uv0;
        }`,

   frag:
    `#define TAU 6.12
    #define MAX_ITER 5
    uniform sampler2D texture;
    uniform vec4 color;
    uniform float time;
    varying vec2 uv0;
    
    void main()
    {
        float time = time * .5+5.;
        // uv should be the 0-1 uv of texture...
        vec2 uv = uv0.xy;//fragCoord.xy / iResolution.xy;
        
        vec2 p = mod(uv*TAU, TAU)-250.0;
    
        vec2 i = vec2(p);
        float c = 1.0;
        float inten = .0045;
    
        for (int n = 0; n < MAX_ITER; n++) 
        {
            float t =  time * (1.0 - (3.5 / float(n+1)));
            i = p + vec2(cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(1.5*t + i.x));
            c += 1.0/length(vec2(p.x / (cos(i.x+t)/inten),p.y / (cos(i.y+t)/inten)));
        }
        c /= float(MAX_ITER);
        c = 1.17-pow(c, 1.4);
        vec4 tex = texture2D(texture,uv);
        vec3 colour = vec3(pow(abs(c), 20.0));
        colour = clamp(colour + vec3(0.0, 0.0, .0), 0.0, tex.a);
    
        // 混合波光
        float alpha = c*tex[3];  
        tex[0] = tex[0] + colour[0]*alpha; 
        tex[1] = tex[1] + colour[1]*alpha; 
        tex[2] = tex[2] + colour[2]*alpha; 
        gl_FragColor = color * tex;
      }`,
  };

  CustomMaterial.addShader(shader);

不要沉…

sprite.setState(0);

有默认shader的 从引擎里抄就行 然后 默认状态就用那个

默认的有好多 具体用哪一个嘞