NLDClient-yudde/ProjectNLD/Assets/Editor/Scene/MaterialUtil.cs

75 lines
2.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class MaterialUtil
{
//拷贝材质上的属性到另一个材质
public static void CopyMaterialProp(Material mat1, Material mat2)
{
mat2.mainTexture = mat1.mainTexture;
mat2.color = mat1.color;
}
//拷贝材质上的属性到新的指定shader材质
public static Material CopyMaterialWithShader(Material mat1, Shader shader = null)
{
shader = shader ? shader : mat1.shader;
var mat2 = new Material(shader)
{
name = mat1.name
};
CopyMaterialProp(mat1, mat2);
return mat2;
}
//以指定shader替换gameobject上的所有材质,此函数会新建材质
public static List<Material> ReplaceMaterialOnGameObject(GameObject go, Shader shader = null)
{
if (!EditorUtility.IsPersistent(go))
{
Debug.LogError($"当前gameobject不是asset中的预制体!");
return null;
}
List<Material> result = new();
var meshRenderers = go.GetComponentsInChildren<MeshRenderer>();
foreach (var meshRenderer in meshRenderers)
{
var mats = meshRenderer.sharedMaterials;
for (int i = 0; i < mats.Length; i++)
{
mats[i] = CopyMaterialWithShader(mats[i], shader);
result.Add(mats[i]);
}
meshRenderer.sharedMaterials = mats;
}
return result;
}
public static List<Material> CreateMaterialWithShaderOnGameObject(GameObject go, Shader shader)
{
if (!EditorUtility.IsPersistent(go))
{
Debug.LogError($"当前gameobject不是asset中的预制体!");
return null;
}
List<Material> result = new();
var meshRenderers = go.GetComponentsInChildren<MeshRenderer>();
foreach (var meshRenderer in meshRenderers)
{
var mats = meshRenderer.sharedMaterials;
for (int i = 0; i < mats.Length; i++)
{
var newMat = CopyMaterialWithShader(mats[i], shader);
result.Add(newMat);
}
}
return result;
}
}