Created
April 14, 2017 15:41
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Material Renamer
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; | |
using System.IO; | |
public class MaterialEditor { | |
// 使い方 | |
[MenuItem("MyTools/Rename Material")] | |
static void RenameMat() | |
{ | |
Object [] objs = Selection.objects; | |
foreach (var obj in objs) | |
{ | |
Material mat = obj as Material; | |
if ( mat != null ) | |
{ | |
Debug.Log("mat:" + mat.mainTexture.name); | |
string path = AssetDatabase.GetAssetPath(obj); | |
AssetDatabase.RenameAsset(path, mat.mainTexture.name); | |
} | |
} | |
} | |
// 使い方 | |
[MenuItem("MyTools/Rename GameObject")] | |
static void RenameGO() | |
{ | |
GameObject[] objs = Selection.gameObjects; | |
foreach (var obj in objs) | |
{ | |
Material mat = obj.GetComponent<Renderer>().sharedMaterial; | |
obj.name = mat.name; | |
} | |
} | |
[MenuItem("MyTools/Assign Material")] | |
static void AssignMat() | |
{ | |
Object [] objs = Selection.objects; | |
foreach (var obj in objs) | |
{ | |
Material mat = obj as Material; | |
if ( mat != null ) | |
{ | |
string orgName = mat.name; | |
GameObject go = GameObject.Find(orgName) as GameObject; | |
if ( go != null ) | |
{ | |
string path = AssetDatabase.GetAssetPath(obj); | |
string dir = Path.GetDirectoryName(path); | |
Debug.Log(dir); | |
string newMatPath = dir + "/" + mat.mainTexture.name + ".mat"; | |
Debug.Log(newMatPath); | |
Material anotherMat = AssetDatabase.LoadAssetAtPath<Material>(newMatPath); | |
Debug.Log(anotherMat.name); | |
go.GetComponent<Renderer>().sharedMaterial = anotherMat; | |
} | |
} | |
} | |
} | |
[MenuItem("MyTools/Assign Specular")] | |
static void AssignSpec() | |
{ | |
Object [] objs = Selection.objects; | |
foreach (var obj in objs) | |
{ | |
Material mat = obj as Material; | |
if ( mat != null ) | |
{ | |
string path = AssetDatabase.GetAssetPath(obj); | |
string dir = Path.GetDirectoryName(path); | |
string specTexPath = dir + "/SpecTextures/" + mat.mainTexture.name + "_s.psd"; | |
Debug.Log(specTexPath); | |
Texture2D specTex = AssetDatabase.LoadAssetAtPath<Texture2D>(specTexPath); | |
if (specTex) | |
{ | |
Debug.Log(specTex.name); | |
mat.SetTexture("_SpecGlossMap", specTex); | |
} | |
} | |
} | |
} | |
} |
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