Exemplo n.º 1
0
        static void RemoveTessellationMaterials()
        {
            var materials = Resources.FindObjectsOfTypeAll <Material>();

            var litShader        = Shader.Find("HDRenderPipeline/Lit");
            var layeredLitShader = Shader.Find("HDRenderPipeline/LayeredLit");

            foreach (var mat in materials)
            {
                if (mat.shader.name == "HDRenderPipeline/LitTessellation")
                {
                    mat.shader = litShader;
                    // We remove all keyword already present
                    CoreEditorUtils.RemoveMaterialKeywords(mat);
                    LitGUI.SetupMaterialKeywordsAndPass(mat);
                    EditorUtility.SetDirty(mat);
                }
                else if (mat.shader.name == "HDRenderPipeline/LayeredLitTessellation")
                {
                    mat.shader = layeredLitShader;
                    // We remove all keyword already present
                    CoreEditorUtils.RemoveMaterialKeywords(mat);
                    LayeredLitGUI.SetupMaterialKeywordsAndPass(mat);
                    EditorUtility.SetDirty(mat);
                }
            }
        }
Exemplo n.º 2
0
        static void ResetAllMaterialKeywords()
        {
            try
            {
                Object[] materials = Resources.FindObjectsOfTypeAll <Material>();
                for (int i = 0, length = materials.Length; i < length; i++)
                {
                    Material mat = materials[i] as Material;

                    EditorUtility.DisplayProgressBar(
                        "Setup materials Keywords...",
                        string.Format("{0} / {1} materials cleaned.", i, length),
                        i / (float)(length - 1));

                    if (mat.shader.name == "HDRenderPipeline/LayeredLit" || mat.shader.name == "HDRenderPipeline/LayeredLitTessellation")
                    {
                        // We remove all keyword already present
                        RemoveMaterialKeywords(mat);
                        LayeredLitGUI.SetupMaterialKeywordsAndPass(mat);
                        EditorUtility.SetDirty(mat);
                    }
                    else if (mat.shader.name == "HDRenderPipeline/Lit" || mat.shader.name == "HDRenderPipeline/LitTessellation")
                    {
                        // We remove all keyword already present
                        RemoveMaterialKeywords(mat);
                        LitGUI.SetupMaterialKeywordsAndPass(mat);
                        EditorUtility.SetDirty(mat);
                    }
                    else if (mat.shader.name == "HDRenderPipeline/Unlit")
                    {
                        // We remove all keyword already present
                        RemoveMaterialKeywords(mat);
                        UnlitGUI.SetupMaterialKeywordsAndPass(mat);
                        EditorUtility.SetDirty(mat);
                    }
                }
            }
            finally
            {
                EditorUtility.ClearProgressBar();
            }
        }