Created
September 3, 2014 05:49
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public class BulkMaterialSwapWindow : 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>(".mat"); | |
Debug.Log(assets.Length + " materials found."); | |
int materialCounter = 0; | |
foreach (var assetObject in assets) { | |
Material assetMat = assetObject as Material; | |
if (assetMat == null) | |
continue; | |
if(assetMat.shader == oldShader) | |
assetMat.shader = newShader; | |
} | |
Debug.Log(materialCounter + " materials modified."); | |
AssetDatabase.SaveAssets(); | |
AssetDatabase.Refresh(); | |
} | |
} |
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