private static void Menu_DebugView() { foreach (var mat in MaterialSeeker.GetSelectionAllMaterial(MatSelectMode.FromAsset)) { WFCommonUtility.ChangeShader(WF_DebugViewEditor.SHADER_NAME_DEBUGVIEW, mat); } }
private static void Menu_KeepMaterialInScene() { var mats = MaterialSeeker.GetSelectionAllMaterial(MatSelectMode.FromAsset); var go = new GameObject("MaterialKeeper"); go.tag = "EditorOnly"; var mr = go.AddComponent <MeshRenderer>(); mr.enabled = false; mr.materials = mats.ToArray(); }
private static void Menu_AutoConvertMaterial() { var mats = MaterialSeeker.GetSelectionAllMaterial(MatSelectMode.FromAssetDeep); new WFMaterialFromOtherShaderConverter().ExecAutoConvert(mats.ToArray()); }
public static void SetSelectedMaterials(MatSelectMode mode) { arguments.Clear(); arguments.AddRange(MaterialSeeker.GetSelectionAllMaterial(mode)); }
private static void Menu_ChangeMobileShader() { var mats = MaterialSeeker.GetSelectionAllMaterial(MatSelectMode.FromAssetDeep); ChangeMobileShader(mats.ToArray()); }