holopy3/Assets/SteamVR/InteractionSystem/Samples/Scripts/URPMaterialSwitcher.cs

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2020-12-10 14:25:12 +00:00
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
#if UNITY_EDITOR && UNITY_URP
using UnityEditor;
#endif
[ExecuteInEditMode]
public class URPMaterialSwitcher : MonoBehaviour
{
public bool children = false;
#if UNITY_EDITOR && UNITY_URP
private const string searchTemplate = "URP{0} t:material";
void Start()
{
Renderer renderer;
if (children)
renderer = this.GetComponentInChildren<Renderer>();
else
renderer = this.GetComponent<Renderer>();
if (renderer.sharedMaterial.name.StartsWith("URP") == false)
{
string[] mats = UnityEditor.AssetDatabase.FindAssets(string.Format(searchTemplate, renderer.sharedMaterial.name));
if (mats.Length > 0)
{
string path = UnityEditor.AssetDatabase.GUIDToAssetPath(mats[0]);
if (PrefabUtility.IsPartOfPrefabInstance(this))
{
string prefabPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(this);
GameObject myPrefab = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
URPMaterialSwitcher[] switchers = myPrefab.GetComponentsInChildren<URPMaterialSwitcher>(true);
foreach (var switcher in switchers)
{
switcher.Execute();
}
EditorUtility.SetDirty(myPrefab);
}
else
{
this.Execute();
}
}
}
}
public void Execute()
{
if (children)
{
Renderer[] renderers = this.GetComponentsInChildren<Renderer>();
foreach (var renderer in renderers)
SwitchRenderer(renderer);
}
else
{
SwitchRenderer(this.GetComponent<Renderer>());
}
}
private void SwitchRenderer(Renderer renderer)
{
if (renderer != null && renderer.sharedMaterial.name.StartsWith("URP") == false)
{
string[] foundMaterials = UnityEditor.AssetDatabase.FindAssets(string.Format(searchTemplate, renderer.sharedMaterial.name));
if (foundMaterials.Length > 0)
{
string urpMaterialPath = UnityEditor.AssetDatabase.GUIDToAssetPath(foundMaterials[0]);
Material urpMaterial = UnityEditor.AssetDatabase.LoadAssetAtPath<Material>(urpMaterialPath);
SerializedObject serializedRenderer = new SerializedObject(renderer);
serializedRenderer.Update();
SerializedProperty materialProp = serializedRenderer.FindProperty("m_Materials");
materialProp.ClearArray();
materialProp.InsertArrayElementAtIndex(0);
materialProp.GetArrayElementAtIndex(0).objectReferenceValue = urpMaterial;
serializedRenderer.ApplyModifiedProperties();
if (PrefabUtility.IsPartOfPrefabInstance(renderer))
{
PrefabUtility.RecordPrefabInstancePropertyModifications(renderer);
UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(this.gameObject.scene);
}
}
}
}
#endif
}