using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; [CustomEditor(typeof(SetMaterialsPropertris))] public class SetMaterialsPropertrisEditor : Editor { SetMaterialsPropertris inst; private void OnEnable() { inst = (SetMaterialsPropertris)target; } public override void OnInspectorGUI() { base.OnInspectorGUI(); // if(GUILayout.Button("Do it", GUILayout.Height(50))) { inst.materialsCheck.Clear(); foreach (Transform t in inst.root.GetComponentsInChildren()) { if(t.gameObject.activeSelf && t.GetComponent()) { foreach (Material mat in t.GetComponent().sharedMaterials) { if (mat != null && mat.shader != null && (mat.shader == Shader.Find("ASE/LandScape") || mat.shader == Shader.Find("ASE/Stone") || mat.shader == Shader.Find("ASE/Building"))) { inst.materialsCheck.Add(mat); asdasdasd(mat); } if (mat != null && mat.shader != null && (mat.shader == Shader.Find("Shader Graphs/Tree") || mat.shader == Shader.Find("Shader Graphs/Grass") || mat.shader == Shader.Find("Shader Graphs/Flower"))) { inst.materialsCheck.Add(mat); asdasdasssssd(mat); } } } } Debug.Log("Done!"); } } void asdasdasd(Material material) { //Rainny //material.SetColor("_WaterColor", inst.waterColor); material.SetVector("_WaterNoiseScale", inst.waterNoiseScale); material.SetTexture("_WaterWaveNormal", inst.waterWaveNormal); material.SetVector("_WaterWaveNormalScale", inst.waterWaveNormalScale); material.SetFloat("_WaterWaveNoiseScale", inst.waterWaveNoiseScale); material.SetVector("_WaterWaveSpeedDir", inst.waterWaveSpeedDir); material.SetTexture("_RippleMask", inst.rippleMask); material.SetFloat("_RippleScaleA", inst.rippleScaleA); material.SetFloat("_RippleScaleB", inst.rippleScaleB); material.SetFloat("_RippleMaskStength", inst.rippleMaskStength); material.SetFloat("_Rainny", inst.rainny); //Snownny material.SetColor("_SnowColor", inst.snowColor); material.SetVector("_SnowNoiseScale", inst.snowNoiseScale); material.SetTexture("_SnowNormalTex", inst.snowNormalTex); material.SetFloat("_SnowNormalStrength", inst.snowNormalStrength); material.SetFloat("_Snownny", inst.snownny); } void asdasdasssssd(Material material) { //Snownny material.SetColor("_SnowColor", inst.snowColor); material.SetFloat("_Snownny", inst.snownny); } }