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