Files
2026-11-01 23:39:55 +02:00

53 lines
2.2 KiB
C#

using UnityEngine;
using UnityEditor;
using System.Linq;
using System.Collections;
namespace TMPro.EditorUtilities
{
public static class EditorShaderUtilities
{
/// <summary>
/// Copy Shader properties from source to destination material.
/// </summary>
/// <param name="source">The source material to copy properties from.</param>
/// <param name="destination">The destination material to copy properties to.</param>
public static void CopyMaterialProperties(Material source, Material destination)
{
MaterialProperty[] source_prop = MaterialEditor.GetMaterialProperties(new Material[] { source });
for (int i = 0; i < source_prop.Length; i++)
{
int property_ID = Shader.PropertyToID(source_prop[i].name);
if (destination.HasProperty(property_ID))
{
//Debug.Log(source_prop[i].name + " Type:" + source.shader.GetPropertyType(i));
switch (source.shader.GetPropertyType(i))
{
case UnityEngine.Rendering.ShaderPropertyType.Color:
destination.SetColor(property_ID, source.GetColor(property_ID));
break;
case UnityEngine.Rendering.ShaderPropertyType.Float:
destination.SetFloat(property_ID, source.GetFloat(property_ID));
break;
case UnityEngine.Rendering.ShaderPropertyType.Range:
destination.SetFloat(property_ID, source.GetFloat(property_ID));
break;
case UnityEngine.Rendering.ShaderPropertyType.Texture:
destination.SetTexture(property_ID, source.GetTexture(property_ID));
break;
case UnityEngine.Rendering.ShaderPropertyType.Vector:
destination.SetVector(property_ID, source.GetVector(property_ID));
break;
}
}
}
}
}
}