#if UNITY_EDITOR using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; using System.IO; namespace HovlStudio { [InitializeOnLoad] public class RPChanger : EditorWindow { [InitializeOnLoadMethod] private static void LoadWindow() { string[] checkAsset = AssetDatabase.FindAssets("HSstartupCheck"); foreach (var guid in checkAsset) { ShowWindow(); AssetDatabase.DeleteAsset(AssetDatabase.GUIDToAssetPath(guid)); } } static private int pipeline; [MenuItem("Tools/RP changer for Hovl Studio assets")] public static void ShowWindow() { RPChanger window = (RPChanger)EditorWindow.GetWindow(typeof(RPChanger)); window.minSize = new Vector2(250, 140); window.maxSize = new Vector2(250, 140); } public void OnGUI() { GUILayout.Label("Change VFX shaders to:"); if (GUILayout.Button("URP/HDRP")) { FindShaders(); ChangeToSG(); } if (GUILayout.Button("Built-in RP")) { FindShaders(); ChangeToBiRP(); } GUILayout.Label("Don't forget to enable Depth and Opaque\ncheck-buttons in your URP asset seeting.", GUILayout.ExpandWidth(true)); } static Shader Add_CG, Blend_CG, LightGlow, Lit_CenterGlow, Blend_TwoSides, Blend_Normals, Ice, Distortion, ParallaxIce, BlendDistort, VolumeLaser, Explosion, SwordSlash, ShockWave, SoftNoise; static Shader Blend_CG_SG, LightGlow_SG, Lit_CenterGlow_SG, Blend_TwoSides_SG, Blend_Normals_SG, Ice_SG, Distortion_SG, ParallaxIce_SG, BlendDistort_SG, VolumeLaser_SG, Explosion_SG, SwordSlash_SG, ShockWave_SG, SoftNoise_SG; static Material[] shaderMaterials; private static void FindShaders() { if (Shader.Find("Hovl/Particles/Add_CenterGlow") != null) Add_CG = Shader.Find("Hovl/Particles/Add_CenterGlow"); if (Shader.Find("Hovl/Particles/Blend_CenterGlow") != null) Blend_CG = Shader.Find("Hovl/Particles/Blend_CenterGlow"); if (Shader.Find("Hovl/Particles/LightGlow") != null) LightGlow = Shader.Find("Hovl/Particles/LightGlow"); if (Shader.Find("Hovl/Particles/Lit_CenterGlow") != null) Lit_CenterGlow = Shader.Find("Hovl/Particles/Lit_CenterGlow"); if (Shader.Find("Hovl/Particles/Blend_TwoSides") != null) Blend_TwoSides = Shader.Find("Hovl/Particles/Blend_TwoSides"); if (Shader.Find("Hovl/Particles/Blend_Normals") != null) Blend_Normals = Shader.Find("Hovl/Particles/Blend_Normals"); if (Shader.Find("Hovl/Particles/Ice") != null) Ice = Shader.Find("Hovl/Particles/Ice"); if (Shader.Find("Hovl/Particles/Distortion") != null) Distortion = Shader.Find("Hovl/Particles/Distortion"); if (Shader.Find("Hovl/Opaque/ParallaxIce") != null) ParallaxIce = Shader.Find("Hovl/Opaque/ParallaxIce"); if (Shader.Find("Hovl/Particles/BlendDistort") != null) BlendDistort = Shader.Find("Hovl/Particles/BlendDistort"); if (Shader.Find("Hovl/Particles/VolumeLaser") != null) VolumeLaser = Shader.Find("Hovl/Particles/VolumeLaser"); if (Shader.Find("Hovl/Particles/Explosion") != null) Explosion = Shader.Find("Hovl/Particles/Explosion"); if (Shader.Find("Hovl/Particles/SwordSlash") != null) SwordSlash = Shader.Find("Hovl/Particles/SwordSlash"); if (Shader.Find("Hovl/Particles/ShockWave") != null) ShockWave = Shader.Find("Hovl/Particles/ShockWave"); if (Shader.Find("Hovl/Particles/SoftNoise") != null) SoftNoise = Shader.Find("Hovl/Particles/SoftNoise"); if (Shader.Find("Shader Graphs/HS_LightGlow") != null) LightGlow_SG = Shader.Find("Shader Graphs/HS_LightGlow"); if (Shader.Find("Shader Graphs/HS_Lit_CenterGlow") != null) Lit_CenterGlow_SG = Shader.Find("Shader Graphs/HS_Lit_CenterGlow"); if (Shader.Find("Shader Graphs/HS_Blend_TwoSides") != null) Blend_TwoSides_SG = Shader.Find("Shader Graphs/HS_Blend_TwoSides"); if (Shader.Find("Shader Graphs/HS_Blend_Normals") != null) Blend_Normals_SG = Shader.Find("Shader Graphs/HS_Blend_Normals"); if (Shader.Find("Shader Graphs/HS_Ice") != null) Ice_SG = Shader.Find("Shader Graphs/HS_Ice"); if (Shader.Find("Shader Graphs/HS_Distortion") != null) Distortion_SG = Shader.Find("Shader Graphs/HS_Distortion"); if (Shader.Find("Shader Graphs/HS_ParallaxIce") != null) ParallaxIce_SG = Shader.Find("Shader Graphs/HS_ParallaxIce"); if (Shader.Find("Shader Graphs/HS_Blend_CG") != null) Blend_CG_SG = Shader.Find("Shader Graphs/HS_Blend_CG"); if (Shader.Find("Shader Graphs/HS_BlendDistort") != null) BlendDistort_SG = Shader.Find("Shader Graphs/HS_BlendDistort"); if (Shader.Find("Shader Graphs/HS_VolumeLaser") != null) VolumeLaser_SG = Shader.Find("Shader Graphs/HS_VolumeLaser"); if (Shader.Find("Shader Graphs/HS_Explosion") != null) Explosion_SG = Shader.Find("Shader Graphs/HS_Explosion"); if (Shader.Find("Shader Graphs/HS_SwordSlash") != null) SwordSlash_SG = Shader.Find("Shader Graphs/HS_SwordSlash"); if (Shader.Find("Shader Graphs/HS_ShockWave") != null) ShockWave_SG = Shader.Find("Shader Graphs/HS_ShockWave"); if (Shader.Find("Shader Graphs/HS_SoftNoise") != null) SoftNoise_SG = Shader.Find("Shader Graphs/HS_SoftNoise"); string[] folderMat = AssetDatabase.FindAssets("t:Material", new[] { "Assets" }); shaderMaterials = new Material[folderMat.Length]; for (int i = 0; i < folderMat.Length; i++) { var patch = AssetDatabase.GUIDToAssetPath(folderMat[i]); shaderMaterials[i] = (Material)AssetDatabase.LoadAssetAtPath(patch, typeof(Material)); } } static private void ChangeToSG() { foreach (var material in shaderMaterials) { if (Shader.Find("Shader Graphs/HS_LightGlow") != null) { if (material.shader == LightGlow) { material.shader = LightGlow_SG; } } if (Shader.Find("Shader Graphs/HS_Lit_CenterGlow") != null) { if (material.shader == Lit_CenterGlow) { material.shader = Lit_CenterGlow_SG; } } if (Shader.Find("Shader Graphs/HS_Blend_TwoSides") != null) { if (material.shader == Blend_TwoSides) { material.shader = Blend_TwoSides_SG; } } if (Shader.Find("Shader Graphs/HS_Blend_Normals") != null) { if (material.shader == Blend_Normals) { material.shader = Blend_Normals_SG; } } if (Shader.Find("Shader Graphs/HS_Ice") != null) { if (material.shader == Ice) { material.shader = Ice_SG; } } if (Shader.Find("Shader Graphs/HS_ParallaxIce") != null) { if (material.shader == ParallaxIce) { material.shader = ParallaxIce_SG; } } if (Shader.Find("Shader Graphs/HS_Distortion") != null) { if (material.shader == Distortion) { material.SetFloat("_ZWrite", 0); material.shader = Distortion_SG; material.SetFloat("_QueueControl", 1); material.SetFloat("_BUILTIN_QueueControl", 1); material.renderQueue = 2750; } } if (Shader.Find("Shader Graphs/HS_Blend_CG") != null) { if (material.shader == Add_CG) { if (material.HasProperty("_ZWrite")) material.SetFloat("_ZWrite", 0); var cull = material.GetFloat("_CullMode"); material.shader = Blend_CG_SG; material.SetFloat("_Cull", cull); material.SetFloat("_Blend", 2); material.SetFloat("_DstBlend", 1); material.SetFloat("_SrcBlend", 5); material.SetFloat("_BUILTIN_CullMode", cull); material.SetFloat("_BUILTIN_Blend", 2); material.SetFloat("_BUILTIN_DstBlend", 1); material.SetFloat("_BUILTIN_SrcBlend", 5); Debug.Log("Shaders changed successfully"); } if (material.shader == Blend_CG) { if (material.HasProperty("_ZWrite")) material.SetFloat("_ZWrite", 0); material.shader = Blend_CG_SG; } } else Debug.Log("First import shaders!"); if (Shader.Find("Shader Graphs/HS_BlendDistort") != null) { if (material.shader == BlendDistort) { if (material.HasProperty("_ZWrite")) material.SetFloat("_ZWrite", 0); material.shader = BlendDistort_SG; } } if (Shader.Find("Shader Graphs/HS_VolumeLaser") != null) { if (material.shader == VolumeLaser) { material.shader = VolumeLaser_SG; } } if (Shader.Find("Shader Graphs/HS_Explosion") != null) { if (material.shader == Explosion) { material.shader = Explosion_SG; } } if (Shader.Find("Shader Graphs/HS_SwordSlash") != null) { if (material.shader == SwordSlash) { if (material.HasProperty("_ZWrite")) material.SetFloat("_ZWrite", 0); material.shader = SwordSlash_SG; } } if (Shader.Find("Shader Graphs/HS_ShockWave") != null) { if (material.shader == ShockWave) { if (material.HasProperty("_ZWrite")) material.SetFloat("_ZWrite", 0); material.shader = ShockWave_SG; } } if (Shader.Find("Shader Graphs/HS_SoftNoise") != null) { if (material.shader == SoftNoise) { if (material.HasProperty("_ZWrite")) material.SetFloat("_ZWrite", 0); material.shader = SoftNoise_SG; } } } } static private void ChangeToBiRP() { foreach (var material in shaderMaterials) { if (Shader.Find("Hovl/Particles/LightGlow") != null) { if (material.shader == LightGlow_SG) { material.shader = LightGlow; } } if (Shader.Find("Hovl/Particles/Lit_CenterGlow") != null) { if (material.shader == Lit_CenterGlow_SG) { material.shader = Lit_CenterGlow; } } if (Shader.Find("Hovl/Particles/Blend_TwoSides") != null) { if (material.shader == Blend_TwoSides_SG) { material.shader = Blend_TwoSides; } } if (Shader.Find("Hovl/Particles/Blend_Normals") != null) { if (material.shader == Blend_Normals_SG) { material.shader = Blend_Normals; } } if (Shader.Find("Hovl/Particles/Ice") != null) { if (material.shader == Ice_SG) { material.shader = Ice; } } if (Shader.Find("Hovl/Opaque/ParallaxIce") != null) { if (material.shader == ParallaxIce_SG) { material.shader = ParallaxIce; } } if (Shader.Find("Hovl/Particles/Distortion") != null) { if (material.shader == Distortion_SG) { material.shader = Distortion; material.renderQueue = 2750; } } if (Shader.Find("Hovl/Particles/Add_CenterGlow") != null) { if (material.shader == Blend_CG_SG) { if (material.HasProperty("_Blend")) { float blend = material.GetFloat("_Blend"); if (blend == 2) { material.shader = Add_CG; Debug.Log("Shaders changed successfully"); } } if (material.HasProperty("_BUILTIN_Blend")) { float blend = material.GetFloat("_BUILTIN_Blend"); if (blend == 2) { material.shader = Add_CG; Debug.Log("Shaders changed successfully"); } } } } if (Shader.Find("Hovl/Particles/Blend_CenterGlow") != null) { if (material.shader == Blend_CG_SG) { if (material.HasProperty("_Blend")) { float blend = material.GetFloat("_Blend"); if (blend == 0) { material.shader = Blend_CG; Debug.Log("Shaders changed successfully"); } } if (material.HasProperty("_BUILTIN_Blend")) { float blend = material.GetFloat("_BUILTIN_Blend"); if (blend == 0) { material.shader = Blend_CG; Debug.Log("Shaders changed successfully"); } } } } if (Shader.Find("Hovl/Particles/BlendDistort") != null) { if (material.shader == BlendDistort_SG) { material.shader = BlendDistort; } } if (Shader.Find("Hovl/Particles/VolumeLaser") != null) { if (material.shader == VolumeLaser_SG) { material.shader = VolumeLaser; } } if (Shader.Find("Hovl/Particles/Explosion") != null) { if (material.shader == Explosion_SG) { material.shader = Explosion; } } if (Shader.Find("Hovl/Particles/SwordSlash") != null) { if (material.shader == SwordSlash_SG) { material.shader = SwordSlash; } } if (Shader.Find("Hovl/Particles/ShockWave") != null) { if (material.shader == ShockWave_SG) { material.shader = ShockWave; } } if (Shader.Find("Hovl/Particles/SoftNoise") != null) { if (material.shader == SoftNoise_SG) { material.shader = SoftNoise; } } } } } } #endif