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@SakaITa
Created February 3, 2019 12:19
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Assets内の全MaterialのShaderを一括で置換するUnity Editor拡張
/*
* Assets内の全MaterialのShaderを一括で置換するEditor拡張
* 使い方
* 1.Editorディレクトリ配下にScriptを配置
* 2.AssetsにShaderReplaceが追加されるので、それを選択するとWindowsが開く
* 3.Beforeに置換前のShader、Afterに置換後のShaderを選択
* 4.Replaceボタンを押すと全部のMaterialでShaderを置換
*/
using System.Linq;
using UnityEditor;
using UnityEngine;
public class SharderReplacer : EditorWindow
{
private int selectBeforeShaderIndex;
private int selectAfterShaderIndex;
[MenuItem("Assets/SharderReplace", false, 2000)]
private static void Open()
{
GetWindow<SharderReplacer>();
}
private void OnGUI()
{
var sharders = ShaderUtil.GetAllShaderInfo();
var sharderNames = sharders.Select(x => x.name).ToArray();
selectBeforeShaderIndex = EditorGUILayout.Popup("Before", selectBeforeShaderIndex, sharderNames);
selectAfterShaderIndex = EditorGUILayout.Popup("After", selectAfterShaderIndex, sharderNames);
if (GUILayout.Button("Replace"))
{
ReplaceAll(sharderNames[selectBeforeShaderIndex], sharderNames[selectAfterShaderIndex]);
}
}
private void ReplaceAll(string beforeShaderName, string afterShaderName)
{
var beforeShader = Shader.Find(beforeShaderName);
var afterShader = Shader.Find(afterShaderName);
var guids = AssetDatabase.FindAssets("t: Material", null);
foreach (var guid in guids)
{
var path = AssetDatabase.GUIDToAssetPath(guid);
var material = AssetDatabase.LoadAssetAtPath<Material>(path);
if (material != null && material.shader == beforeShader)
{
material.shader = afterShader;
}
}
AssetDatabase.SaveAssets();
}
}
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