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August 29, 2015 14:06
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| public class BulkShaderSwapWindow : MonoBehaviour { | |
| public Shader oldShader; | |
| public Shader newShader; | |
| [MenuItem("WFTO/Bulk Asset Modifier/Bulk Shader Swap")] | |
| static void Init() { | |
| BulkShaderSwapWindow window = EditorWindow.GetWindowWithRect(typeof(BulkShaderSwapWindow), new Rect(0, 0, 165, 100)); | |
| window.Show(); | |
| } | |
| void OnGUI() { | |
| EditorGUILayout.BeginHorizontal(); | |
| oldShader = EditorGUILayout.ObjectField("Old Shader", oldShader, typeof(Shader), true); | |
| EditorGUILayout.EndHorizontal(); | |
| EditorGUILayout.BeginHorizontal(); | |
| newShader = EditorGUILayout.ObjectField("New Shader", newShader, typeof(Shader), true); | |
| EditorGUILayout.EndHorizontal(); | |
| if (GUILayout.Button("Swap Shader")) | |
| if (oldShader == null || newShader == null) | |
| .ShowNotification(new GUIContent("No Shader added for swapping!")); | |
| else | |
| SwapShader(); | |
| } | |
| private void SwapShader() { | |
| var assets = GetAssetsOfType<Object>(".prefab"); | |
| Debug.Log(assets.Length + " prefabs found."); | |
| int materialCounter = 0; | |
| foreach (var assetObject in assets) { | |
| GameObject assetGO = assetObject as GameObject; | |
| if (assetGO == null) | |
| continue; | |
| List<Renderer> renderers = new List<Renderer>(); | |
| renderers.AddRange(assetGO.GetComponentsInChildren<Renderer>(true)); | |
| foreach (var renderer in renderers) { | |
| materialCounter++; | |
| if(renderer.material.shader == oldShader) | |
| renderer.material.shader = newShader; | |
| } | |
| } | |
| Debug.Log(materialCounter + " materials modified."); | |
| AssetDatabase.SaveAssets(); | |
| AssetDatabase.Refresh(); | |
| } | |
| } |
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