批量替换场景中的材质shader并对位继承贴图和参数

一个很简单的工具,因为在批量替换shader时发现有些时候会丢失贴图和参数(shadergraph好像是这样),所以做了贴图和参数对位继承。

using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
using System.Collections.Generic;

public class ReplaceShaderByFileDir : EditorWindow
{
    
    
    Shader shader;
    Shader originShader;
    public Texture texture1, texture2, texture3, texture4, texture5;
    string oriTexName1, oriTexName2, oriTexName3, oriTexName4, oriTexName5;
    string curTexName1, curTexName2, curTexName3, curTexName4, curTexName5;

    bool isShowReplaceGo = false;  //是否显示被替换的物体
    string tipMsg = null;
    MessageType tipMsgType = MessageType.Info;
    List<GameObject> replaceGoList = new List<GameObject>();
    int matCount = 0;   //材质的数量
    Vector2 scrollPos = Vector2.zero;

    [MenuItem("Editor/替换场景中的shader")]
    public static void OpenWindow()
    {
    
    
        ReplaceShaderByFileDir window = (ReplaceShaderByFileDir)EditorWindow.GetWindow<ReplaceShaderByFileDir>(false, "替换场景中的shader");
        window.Show();
    }

    [SerializeField]
    protected List<string> _oriTex = new List<string>();
    [SerializeField]
    protected List<string> _curTex = new List<string>();

    //序列化对象
    protected SerializedObject _serializedObject;
    protected SerializedObject _serializedObject1;

    //序列化属性
    protected SerializedProperty _assetLstProperty;
    protected SerializedProperty _assetLstProperty1;


    protected void OnEnable()
    {
    
    
        //使用当前类初始化
        _serializedObject = new SerializedObject(this);
        _serializedObject1 = new SerializedObject(this);
        //获取当前类中可序列话的属性
        _assetLstProperty = _serializedObject.FindProperty("_oriTex");
        _assetLstProperty1 = _serializedObject1.FindProperty("_curTex");
    }



    void OnGUI()
    {
    
    

        //更新
        _serializedObject.Update();
        _serializedObject1.Update();

        //开始检查是否有修改
        EditorGUI.BeginChangeCheck();

        //显示属性
        //第二个参数必须为true,否则无法显示子节点即List内容
        EditorGUILayout.PropertyField(_assetLstProperty, true);
        EditorGUILayout.PropertyField(_assetLstProperty1, true);

        //结束检查是否有修改
        if (EditorGUI.EndChangeCheck())
        {
    
    //提交修改
            _serializedObject.ApplyModifiedProperties();
            _serializedObject1.ApplyModifiedProperties();
        }

        GUILayout.Label("原shader:");
        originShader = (Shader)EditorGUILayout.ObjectField(originShader, typeof(Shader), true);

        GUILayout.Label("替换shader :");
        shader = (Shader)EditorGUILayout.ObjectField(shader, typeof(Shader), true);

        

        GUILayout.Space(8);
        GUILayout.BeginHorizontal();
        if (GUILayout.Button("批量替换", GUILayout.Height(30)))
        {
    
    
            Replace();
        }

        if (GUILayout.Button("重置", GUILayout.Height(30)))
        {
    
    
            Reset();
        }
        GUILayout.EndHorizontal();

        //提示信息
        if (!string.IsNullOrEmpty(tipMsg))
        {
    
    
            EditorGUILayout.HelpBox(tipMsg, tipMsgType);
        }

        isShowReplaceGo = GUILayout.Toggle(isShowReplaceGo, "显示被替换的GameObject");
        if (isShowReplaceGo)
        {
    
    
            if (replaceGoList.Count > 0)
            {
    
    
                scrollPos = GUILayout.BeginScrollView(scrollPos, GUILayout.Width(Screen.width), GUILayout.Height(Screen.height - 200));
                foreach (var go in replaceGoList)
                {
    
    
                    EditorGUILayout.ObjectField(go, typeof(GameObject), true);
                }
                GUILayout.EndScrollView();
            }
            else
            {
    
    
                EditorGUILayout.LabelField("替换个数为0");
            }
        }
    }

    void Replace()
    {
    
    
        replaceGoList.Clear();
        if (shader == null)
        {
    
    
            tipMsg = "shader为空!";
            tipMsgType = MessageType.Error;
            return;
        }
        if (originShader == null)
        {
    
    
            tipMsg = "指定的shader为空!";
            tipMsgType = MessageType.Error;
            return;
        }
        else if (originShader.Equals(shader))
        {
    
    
            tipMsg = "替换的shader和指定的shader相同!";
            tipMsgType = MessageType.Error;
            return;
        }
        Dictionary<GameObject, Material[]> matDict = GetAllScenceMaterial();
        List<Material> replaceMatList = new List<Material>();
        foreach (var item in matDict)
        {
    
    
            GameObject tempGo = item.Key;
            Material[] mats = item.Value;

            int length = mats.Length;
            for (int i = 0; i < length; i++)
            {
    
    
                var mat = mats[i];
                if (mat != null && mat.shader.Equals(originShader))
                {
    
    
                    if (!mat.shader.Equals(shader))
                    {
    
    
                        replaceGoList.Add(tempGo);
                        if (!replaceMatList.Contains(mat))
                            replaceMatList.Add(mat);
                    }
                }
            }
        } 

        int replaceMatCount = replaceMatList.Count;   //替换Material的数量        
        for (int i = 0; i < replaceMatCount; i++)
        {
    
    
            UpdateProgress(i, replaceMatCount, "替换中...");

            //Get方法获取原贴图
            if (_oriTex.Count > 0)
            {
    
    
                oriTexName1 = _oriTex[0];
                texture1 = replaceMatList[i].GetTexture(oriTexName1);
                if (_oriTex.Count > 1)
                {
    
    
                    oriTexName2 = _oriTex[1];
                    texture2 = replaceMatList[i].GetTexture(oriTexName2);
                    if (_oriTex.Count > 2)
                    {
    
    
                        oriTexName3 = _oriTex[2];
                        texture3 = replaceMatList[i].GetTexture(oriTexName3);
                        if (_oriTex.Count > 3)
                        {
    
    
                            oriTexName4 = _oriTex[3];
                            texture4 = replaceMatList[i].GetTexture(oriTexName4);
                            if (_oriTex.Count > 4)
                            {
    
    
                                oriTexName5 = _oriTex[4];
                                texture5 = replaceMatList[i].GetTexture(oriTexName5); 
                            }
                        }
                    }
                }
            }
            

            //替换shader
            replaceMatList[i].shader = shader;

            //Set方法设置新贴图
            if (_curTex.Count > 0)
            {
    
    
                curTexName1 = _curTex[0];
                replaceMatList[i].SetTexture(curTexName1, texture1);
                if(_curTex.Count > 1)
                {
    
    
                    curTexName2 = _curTex[1];
                    replaceMatList[i].SetTexture(curTexName2, texture2);
                    if(_curTex .Count > 2)
                    {
    
    
                        curTexName3 = _curTex[2];
                        replaceMatList[i].SetTexture(curTexName3, texture3);
                        if(_curTex .Count > 3)
                        {
    
    
                            curTexName4 = _curTex[3];
                            replaceMatList[i].SetTexture(curTexName4, texture4);
                            if(_curTex .Count > 4)
                            {
    
    
                                curTexName5 = _curTex[4];
                                replaceMatList[i].SetTexture(curTexName5, texture5);
                            }
                        }
                    }
                }
            }
            

            EditorUtility.SetDirty(replaceMatList[i]);
        }

        AssetDatabase.Refresh();
        AssetDatabase.SaveAssets();
        tipMsg = "替换成功!替换了" + replaceMatCount + "个Material," + replaceGoList.Count + "个GameObject";
        tipMsgType = MessageType.Info;

        EditorUtility.ClearProgressBar();
    }

    void UpdateProgress(int progress, int progressMax, string desc)
    {
    
    
        string title = "Processing...[" + progress + " - " + progressMax + "]";
        float value = (float)progress / (float)progressMax;
        EditorUtility.DisplayProgressBar(title, desc, value);
    }

    void Reset()
    {
    
    
        tipMsg = null;
        shader = null;
        originShader = null;
        matCount = 0;
        replaceGoList.Clear();
        isShowReplaceGo = false;
    }

    /// <summary>
    /// 获取所有场景中的Material
    /// </summary>
    /// <returns></returns>
    Dictionary<GameObject, Material[]> GetAllScenceMaterial()
    {
    
    
        Dictionary<GameObject, Material[]> dict = new Dictionary<GameObject, Material[]>();
        List<GameObject> gos = GetAllSceneGameObject();
        foreach (var go in gos)
        {
    
    
            Renderer render = go.GetComponent<Renderer>();
            if (render != null)
            {
    
    
                Material[] mats = render.sharedMaterials;
                if (mats != null && mats.Length > 0 && !dict.ContainsKey(go))
                {
    
    
                    dict.Add(go, mats);
                    matCount += mats.Length;
                }
            }
        }
        return dict;
    }


    /// <summary>
    /// 获取所有场景中的物体
    /// </summary>
    /// <returns></returns>
    List<GameObject> GetAllSceneGameObject()
    {
    
    
        List<GameObject> list = new List<GameObject>();
        Scene scene = SceneManager.GetActiveScene();
        GameObject[] rootGos = scene.GetRootGameObjects();
        foreach (var go in rootGos)
        {
    
    
            Transform[] childs = go.transform.GetComponentsInChildren<Transform>(true);
            foreach (var child in childs)
            {
    
    
                list.Add(child.gameObject);
            }
        }
        return list;
    }



}

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转载自blog.csdn.net/qq_53057269/article/details/129344608