188 lines
6.8 KiB
C#
188 lines
6.8 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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using UnityEditor;
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public class RefreshMaterialInspectorWindow : EditorWindow
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{
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[MenuItem("ArtTools/刷新选中材质球面板")]
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static void refershSelectMaterialInspector()
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{
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EditorWindow.GetWindow<RefreshMaterialInspectorWindow>("材质球刷新");
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}
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public static bool isRefreshing = false;
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List<Material> materials = new List<Material>();
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int i = 0;
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private void OnGUI()
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{
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if (GUILayout.Button("开始刷新材质面板"))
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{
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materials.Clear();
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foreach (UnityEngine.Object o in Selection.GetFiltered(typeof(Material), SelectionMode.DeepAssets))
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{
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string path = AssetDatabase.GetAssetPath(o);
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string fileExtension = Path.GetExtension(path);
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if (fileExtension == ".mat")
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{
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materials.Add((Material)o);
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}
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}
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i = 0;
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}
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}
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private void OnEnable()
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{
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Debug.Log("刷新材质打开");
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isRefreshing = true;
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}
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private void Update()
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{
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if(materials.Count <= 0) return;
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if (i < materials.Count)
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{
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// isRefreshing = true;
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// SetNormalToUV1(materials[i]);
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Selection.activeObject = materials[i];
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Debug.Log(materials[i].name,materials[i]);
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EditorUtility.DisplayProgressBar("材质球刷新", $"{i + 1}/{materials.Count}", (i + 1) / (float)materials.Count);
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i++;
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// isRefreshing = false;
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}
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if (i >= materials.Count)
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{
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EditorUtility.ClearProgressBar();
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materials.Clear();
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Debug.Log("材质刷新结束,isRefreshing布尔值 = "+isRefreshing);
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}
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}
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void OnDisable()
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{
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Debug.Log("刷新材质关闭");
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isRefreshing = false;
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}
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// void SetNormalToUV1(Material mat)
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// {
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// if (mat.HasProperty("_NormalFrom"))
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// {
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// mat.SetInteger("_NormalFrom",1);
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// }
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// }
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//
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// // [MenuItem("Assets/测试刷新材质", priority = 1)]
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// public static void TestRefeshMaterial()
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// {
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// W9ParticleShaderFlags flags = new W9ParticleShaderFlags();
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// int id = Shader.PropertyToID("_Mask2_Toggle");
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// foreach (UnityEngine.Object o in Selection.GetFiltered(typeof(Material), SelectionMode.DeepAssets))
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// {
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// Material mat = o as Material;
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// if (mat.shader.name == "XuanXuan/Effects/Particle_NiuBi")
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// {
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// bool isToggle = mat.GetFloat(id) > 0.5f;
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// if (isToggle)
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// {
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// mat.DisableKeyword("_MASKMAP2");
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// flags.SetMaterial(mat);
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// flags.SetFlagBits(W9ParticleShaderFlags.FLAG_BIT_PARTICLE_1_MASK_MAP2,index:1);
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// }
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// // flags.SetMaterial(mat);
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// }
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// }
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// AssetDatabase.SaveAssets();
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// }
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//
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// [MenuItem("Assets/Effect Tool/刷新选中文件夹内材质Wrap模式", priority = 1)]
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// public static void SetSelectParticleMaterialWrapMode()
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// {
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// foreach (UnityEngine.Object o in Selection.GetFiltered(typeof(Material), SelectionMode.DeepAssets))
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// {
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// Material mat = (Material)o;
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// // Debug.Log(mat.shader.name);
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// SetParticleMaterialWrapMode((Material)o);
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// }
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// AssetDatabase.SaveAssets();
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// }
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//
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// public static void SetParticleMaterialWrapMode(Material mat)
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// {
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//
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// if (mat.shader.name == "XuanXuan/Effects/Particle_NiuBi")
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// {
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// W9ParticleShaderFlags flags = new W9ParticleShaderFlags(mat);
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// SetWrapModeFlag(flags,mat,"_BaseMap",W9ParticleShaderFlags.FLAG_BIT_WRAPMODE_BASEMAP);
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// SetWrapModeFlag(flags,mat,"_MaskMap",W9ParticleShaderFlags.FLAG_BIT_WRAPMODE_MASKMAP);
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// SetWrapModeFlag(flags,mat,"_MaskMap2",W9ParticleShaderFlags.FLAG_BIT_WRAPMODE_MASKMAP2);
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// SetWrapModeFlag(flags,mat,"_NoiseMap",W9ParticleShaderFlags.FLAG_BIT_WRAPMODE_NOISEMAP);
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// SetWrapModeFlag(flags,mat,"_EmissionMap",W9ParticleShaderFlags.FLAG_BIT_WRAPMODE_EMISSIONMAP);
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// SetWrapModeFlag(flags,mat,"_DissolveMap",W9ParticleShaderFlags.FLAG_BIT_WRAPMODE_DISSOLVE_MAP);
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// SetWrapModeFlag(flags,mat,"_DissolveMaskMap",W9ParticleShaderFlags.FLAG_BIT_WRAPMODE_DISSOLVE_MASKMAP);
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// SetWrapModeFlag(flags,mat,"_DissolveRampMap",W9ParticleShaderFlags.FLAG_BIT_WRAPMODE_DISSOLVE_RAMPMAP);
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// SetWrapModeFlag(flags,mat,"_ColorBlendMap",W9ParticleShaderFlags.FLAG_BIT_WRAPMODE_COLORBLENDMAP);
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// SetWrapModeFlag(flags,mat,"_VertexOffset_Map",W9ParticleShaderFlags.FLAG_BIT_WRAPMODE_VERTEXOFFSETMAP);
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// SetWrapModeFlag(flags,mat,"_ParallaxMapping_Map",W9ParticleShaderFlags.FLAG_BIT_WRAPMODE_PARALLAXMAPPINGMAP);
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// }
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// }
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//
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// public static void SetParticleMaterialMaskStrenth(Material mat)
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// {
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// if (mat.shader.name == "XuanXuan/Effects/Particle_NiuBi")
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// {
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// Vector4 vec = mat.GetVector("_MaskMap3OffsetAnition");
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// if (vec.z < 1)
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// {
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// Vector4 newVec = new Vector4(vec.x, vec.y, 1, vec.w);
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// mat.SetVector("_MaskMap3OffsetAnition",newVec);
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// }
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// }
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// }
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//
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// static void SetWrapModeFlag(W9ParticleShaderFlags flags, Material mat, string matTexPropertyName, int flagBit)
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// {
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// if (mat.GetTexture(matTexPropertyName) != null)
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// {
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// Texture tex = mat.GetTexture(matTexPropertyName);
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// Debug.Log(tex.name);
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// if (tex.wrapMode == TextureWrapMode.Clamp)
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// {
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// Debug.Log("This is Clamp");
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// flags.SetFlagBits(flagBit,index:2);
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// }
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// else if (tex.wrapMode == TextureWrapMode.Repeat)
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// {
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// Debug.Log("This is Repeat");
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// flags.ClearFlagBits(flagBit,index:2);
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// }
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// }
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// }
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// static IEnumerator refreshMaterialInspector(Material[] materials)
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// {
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// for (int i = 0; i < materials.Length; i++)
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// {
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// EditorUtility.DisplayProgressBar("材质球刷新", $"{i + 1}/{materials.Length}", (i + 1) / (float)materials.Length);
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// Debug.Log(i);
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// // Selection.activeObject = materials[i];
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// yield return null;
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// }
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// EditorUtility.ClearProgressBar();
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// // yield break;
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// }
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}
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