1029 lines
		
	
	
		
			64 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			1029 lines
		
	
	
		
			64 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| #if UNITY_EDITOR
 | |
| using System.Collections;
 | |
| using System.Collections.Generic;
 | |
| using UnityEngine;
 | |
| using UnityEditor;
 | |
| using System.IO;
 | |
| 
 | |
| public class RPChanger : EditorWindow
 | |
| {
 | |
| 
 | |
|     [MenuItem("Tools/RP changer for Hovl Studio assets")]
 | |
|     public static void ShowWindow()
 | |
|     {
 | |
|         RPChanger window = (RPChanger)EditorWindow.GetWindow(typeof(RPChanger));
 | |
|         window.minSize = new Vector2(250, 120);
 | |
|         window.maxSize = new Vector2(250, 120);
 | |
|     }
 | |
| 
 | |
|     public void OnGUI()
 | |
|     {
 | |
|         GUILayout.Label("Change VFX pipeline to:");
 | |
| 
 | |
|         if (GUILayout.Button("Standard RP"))
 | |
|         {
 | |
|             FindShaders();
 | |
|             ChangeToSRP();
 | |
|         }
 | |
|         if (GUILayout.Button("Universal RP"))
 | |
|         {
 | |
|             FindShaders();
 | |
|             ChangeToURP();
 | |
|         }
 | |
|         if (GUILayout.Button("HDRP"))
 | |
|         {
 | |
|             FindShaders();
 | |
|             ChangeToHDRP();
 | |
|             ChangeToSRP();
 | |
|             ChangeToHDRP();
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     Shader Add_CG;
 | |
|     Shader Blend_CG;
 | |
|     Shader LightGlow;
 | |
|     Shader Lit_CenterGlow;
 | |
|     Shader Blend_TwoSides;
 | |
|     Shader Blend_Normals;
 | |
|     Shader Ice;
 | |
|     Shader Distortion;
 | |
|     Shader ParallaxIce;
 | |
|     Shader BlendDistort;
 | |
|     Shader VolumeLaser;
 | |
|     Shader Explosion;
 | |
|     Shader SwordSlash;
 | |
|     Shader ShockWave;
 | |
| 
 | |
|     Shader Add_CG_URP;
 | |
|     Shader Blend_CG_URP;
 | |
|     Shader LightGlow_URP;
 | |
|     Shader Lit_CenterGlow_URP;
 | |
|     Shader Blend_TwoSides_URP;
 | |
|     Shader Blend_Normals_URP;
 | |
|     Shader Ice_URP;
 | |
|     Shader Distortion_URP;
 | |
|     Shader ParallaxIce_URP;
 | |
|     Shader BlendDistort_URP;
 | |
|     Shader VolumeLaser_URP;
 | |
|     Shader Explosion_URP;
 | |
|     Shader SwordSlash_URP;
 | |
|     Shader ShockWave_URP;
 | |
| 
 | |
|     Shader Add_CG_HDRP;
 | |
|     Shader Blend_CG_HDRP;
 | |
|     Shader LightGlow_HDRP;
 | |
|     Shader Lit_CenterGlow_HDRP;
 | |
|     Shader Blend_TwoSides_HDRP;
 | |
|     Shader Blend_Normals_HDRP;
 | |
|     Shader Ice_HDRP;
 | |
|     Shader Distortion_HDRP;
 | |
|     Shader ParallaxIce_HDRP;
 | |
|     Shader BlendDistort_HDRP;
 | |
|     Shader VolumeLaser_HDRP;
 | |
|     Shader Explosion_HDRP;
 | |
|     Shader SwordSlash_HDRP;
 | |
|     Shader ShockWave_HDRP;
 | |
| 
 | |
|     Material[] shaderMaterials;
 | |
| 
 | |
|     private void FindShaders()
 | |
|     {
 | |
|         if (Shader.Find("Hovl/Particles/Add_CenterGlow") != null) Add_CG = Shader.Find("Hovl/Particles/Add_CenterGlow");
 | |
|         if (Shader.Find("Hovl/Particles/Blend_CenterGlow") != null) Blend_CG = Shader.Find("Hovl/Particles/Blend_CenterGlow");
 | |
|         if (Shader.Find("Hovl/Particles/LightGlow") != null) LightGlow = Shader.Find("Hovl/Particles/LightGlow");
 | |
|         if (Shader.Find("Hovl/Particles/Lit_CenterGlow") != null) Lit_CenterGlow = Shader.Find("Hovl/Particles/Lit_CenterGlow");
 | |
|         if (Shader.Find("Hovl/Particles/Blend_TwoSides") != null) Blend_TwoSides = Shader.Find("Hovl/Particles/Blend_TwoSides");
 | |
|         if (Shader.Find("Hovl/Particles/Blend_Normals") != null) Blend_Normals = Shader.Find("Hovl/Particles/Blend_Normals");
 | |
|         if (Shader.Find("Hovl/Particles/Ice") != null) Ice = Shader.Find("Hovl/Particles/Ice");
 | |
|         if (Shader.Find("Hovl/Particles/Distortion") != null) Distortion = Shader.Find("Hovl/Particles/Distortion");
 | |
|         if (Shader.Find("Hovl/Opaque/ParallaxIce") != null) ParallaxIce = Shader.Find("Hovl/Opaque/ParallaxIce");
 | |
|         if (Shader.Find("Hovl/Particles/BlendDistort") != null) BlendDistort = Shader.Find("Hovl/Particles/BlendDistort");
 | |
|         if (Shader.Find("Hovl/Particles/VolumeLaser") != null) VolumeLaser = Shader.Find("Hovl/Particles/VolumeLaser");
 | |
|         if (Shader.Find("Hovl/Particles/Explosion") != null) Explosion = Shader.Find("Hovl/Particles/Explosion");
 | |
|         if (Shader.Find("Hovl/Particles/SwordSlash") != null) SwordSlash = Shader.Find("Hovl/Particles/SwordSlash");
 | |
|         if (Shader.Find("Hovl/Particles/ShockWave") != null) ShockWave = Shader.Find("Hovl/Particles/ShockWave");
 | |
| 
 | |
|         if (Shader.Find("ERB/LWRP/Particles/LightGlow") != null) LightGlow_URP = Shader.Find("ERB/LWRP/Particles/LightGlow");
 | |
|         if (Shader.Find("Shader Graphs/URP_Lit_CenterGlow") != null) Lit_CenterGlow_URP = Shader.Find("Shader Graphs/URP_Lit_CenterGlow"); 
 | |
|         if (Shader.Find("Shader Graphs/URP_Blend_TwoSides") != null) Blend_TwoSides_URP = Shader.Find("Shader Graphs/URP_Blend_TwoSides"); 
 | |
|         if (Shader.Find("Shader Graphs/URP_Blend_Normals") != null) Blend_Normals_URP = Shader.Find("Shader Graphs/URP_Blend_Normals"); 
 | |
|         if (Shader.Find("Shader Graphs/URP_Ice") != null) Ice_URP = Shader.Find("Shader Graphs/URP_Ice");
 | |
|         if (Shader.Find("Shader Graphs/URP_Distortion") != null) Distortion_URP = Shader.Find("Shader Graphs/URP_Distortion");
 | |
|         if (Shader.Find("Shader Graphs/URP_ParallaxIce") != null) ParallaxIce_URP = Shader.Find("Shader Graphs/URP_ParallaxIce");
 | |
|         if (Shader.Find("Shader Graphs/URP_Add_CG") != null) Add_CG_URP = Shader.Find("Shader Graphs/URP_Add_CG");
 | |
|         if (Shader.Find("Shader Graphs/URP_Blend_CG") != null) Blend_CG_URP = Shader.Find("Shader Graphs/URP_Blend_CG");
 | |
|         if (Shader.Find("Shader Graphs/URP_BlendDistort") != null) BlendDistort_URP = Shader.Find("Shader Graphs/URP_BlendDistort");
 | |
|         if (Shader.Find("Shader Graphs/URP_VolumeLaser") != null) VolumeLaser_URP = Shader.Find("Shader Graphs/URP_VolumeLaser");
 | |
|         if (Shader.Find("Shader Graphs/URP_Explosion") != null) Explosion_URP = Shader.Find("Shader Graphs/URP_Explosion");
 | |
|         if (Shader.Find("Shader Graphs/URP_SwordSlash") != null) SwordSlash_URP = Shader.Find("Shader Graphs/URP_SwordSlash");
 | |
|         if (Shader.Find("Shader Graphs/URP_ShockWave") != null) ShockWave_URP = Shader.Find("Shader Graphs/URP_ShockWave");
 | |
| 
 | |
|         if (Shader.Find("ERB/HDRP/Particles/LightGlow") != null) LightGlow_HDRP = Shader.Find("ERB/HDRP/Particles/LightGlow");
 | |
|         if (Shader.Find("Shader Graphs/HDRP_Lit_CenterGlow") != null) Lit_CenterGlow_HDRP = Shader.Find("Shader Graphs/HDRP_Lit_CenterGlow");
 | |
|         if (Shader.Find("Shader Graphs/HDRP_Blend_TwoSides") != null) Blend_TwoSides_HDRP = Shader.Find("Shader Graphs/HDRP_Blend_TwoSides");
 | |
|         if (Shader.Find("Shader Graphs/HDRP_Blend_Normals") != null) Blend_Normals_HDRP = Shader.Find("Shader Graphs/HDRP_Blend_Normals");
 | |
|         if (Shader.Find("Shader Graphs/HDRP_Ice") != null) Ice_HDRP = Shader.Find("Shader Graphs/HDRP_Ice");
 | |
|         if (Shader.Find("Shader Graphs/HDRP_Distortion") != null) Distortion_HDRP = Shader.Find("Shader Graphs/HDRP_Distortion");
 | |
|         if (Shader.Find("Shader Graphs/HDRP_ParallaxIce") != null) ParallaxIce_HDRP = Shader.Find("Shader Graphs/HDRP_ParallaxIce");
 | |
|         if (Shader.Find("Shader Graphs/HDRP_Add_CG") != null) Add_CG_HDRP = Shader.Find("Shader Graphs/HDRP_Add_CG");
 | |
|         if (Shader.Find("Shader Graphs/HDRP_Blend_CG") != null) Blend_CG_HDRP = Shader.Find("Shader Graphs/HDRP_Blend_CG");
 | |
|         if (Shader.Find("Shader Graphs/HDRP_BlendDistort") != null) BlendDistort_HDRP = Shader.Find("Shader Graphs/HDRP_BlendDistort");
 | |
|         if (Shader.Find("Shader Graphs/HDRP_VolumeLaser") != null) VolumeLaser_HDRP = Shader.Find("Shader Graphs/HDRP_VolumeLaser");
 | |
|         if (Shader.Find("Shader Graphs/HDRP_Explosion") != null) Explosion_HDRP = Shader.Find("Shader Graphs/HDRP_Explosion");
 | |
|         if (Shader.Find("Shader Graphs/HDRP_SwordSlash") != null) SwordSlash_HDRP = Shader.Find("Shader Graphs/HDRP_SwordSlash");
 | |
|         if (Shader.Find("Shader Graphs/HDRP_ShockWave") != null) ShockWave_HDRP = Shader.Find("Shader Graphs/HDRP_ShockWave");
 | |
| 
 | |
|         string[] folderMat = AssetDatabase.FindAssets("t:Material", new[] { "Assets" });
 | |
|         shaderMaterials = new Material[folderMat.Length];
 | |
| 
 | |
|         for (int i = 0; i < folderMat.Length; i++)
 | |
|         {
 | |
|             var patch = AssetDatabase.GUIDToAssetPath(folderMat[i]);
 | |
|             shaderMaterials[i] = (Material)AssetDatabase.LoadAssetAtPath(patch, typeof(Material));
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     private void ChangeToURP()
 | |
|     {
 | |
|         foreach (var material in shaderMaterials)
 | |
|         {
 | |
|             if (Shader.Find("ERB/LWRP/Particles/LightGlow") != null)
 | |
|             {
 | |
|                 if (material.shader == LightGlow || material.shader == LightGlow_HDRP)
 | |
|                 {
 | |
|                     material.shader = LightGlow_URP;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Shader Graphs/URP_Lit_CenterGlow") != null)
 | |
|             {
 | |
|                 if (material.shader == Lit_CenterGlow || material.shader == Lit_CenterGlow_HDRP)
 | |
|                 {
 | |
|                     material.shader = Lit_CenterGlow_URP;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Shader Graphs/URP_Blend_TwoSides") != null)
 | |
|             {
 | |
|                 if (material.shader == Blend_TwoSides || material.shader == Blend_TwoSides_HDRP)
 | |
|                 {
 | |
|                     if (material.GetTexture("_MainTex") != null || material.GetTexture("_Noise") != null || material.HasProperty("_Cutoff"))
 | |
|                     {
 | |
|                         Vector2 MainScale = material.GetTextureScale("_MainTex");
 | |
|                         Vector2 MainOffset = material.GetTextureOffset("_MainTex");
 | |
|                         Vector2 NoiseScale = material.GetTextureScale("_Noise");
 | |
|                         Vector2 NoiseOffset = material.GetTextureOffset("_Noise");
 | |
|                         float Cutoff = material.GetFloat("_Cutoff");
 | |
|                         material.shader = Blend_TwoSides_URP;
 | |
|                         if (material.HasProperty("_MaskClipValue"))
 | |
|                             material.SetFloat("_MaskClipValue", Cutoff);
 | |
|                         if (material.HasProperty("_MainTexTiling"))
 | |
|                             material.SetVector("_MainTexTiling", new Vector4(MainScale[0], MainScale[1], MainOffset[0], MainOffset[1]));
 | |
|                         if (material.HasProperty("_NoiseTiling"))
 | |
|                             material.SetVector("_NoiseTiling", new Vector4(NoiseScale[0], NoiseScale[1], NoiseOffset[0], NoiseOffset[1]));
 | |
|                     }
 | |
|                     else
 | |
|                         material.shader = Blend_TwoSides_URP;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Shader Graphs/URP_Blend_Normals") != null)
 | |
|             {
 | |
|                 if (material.shader == Blend_Normals || material.shader == Blend_Normals_HDRP)
 | |
|                 {
 | |
|                     if (material.GetTexture("_MainTex") != null || material.GetTexture("_Noise") != null)
 | |
|                     {
 | |
|                         Vector2 MainScale = material.GetTextureScale("_MainTex");
 | |
|                         Vector2 MainOffset = material.GetTextureOffset("_MainTex");
 | |
|                         Vector2 NoiseScale = material.GetTextureScale("_Noise");
 | |
|                         Vector2 NoiseOffset = material.GetTextureOffset("_Noise");
 | |
|                         material.shader = Blend_Normals_URP;
 | |
|                         if (material.HasProperty("_MainTexTiling"))
 | |
|                             material.SetVector("_MainTexTiling", new Vector4(MainScale[0], MainScale[1], MainOffset[0], MainOffset[1]));
 | |
|                         if (material.HasProperty("_NoiseTiling"))
 | |
|                             material.SetVector("_NoiseTiling", new Vector4(NoiseScale[0], NoiseScale[1], NoiseOffset[0], NoiseOffset[1]));
 | |
|                     }
 | |
|                     else
 | |
|                         material.shader = Blend_Normals_URP;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Shader Graphs/URP_Ice") != null)
 | |
|             {
 | |
|                 if (material.shader == Ice || material.shader == Ice_HDRP)
 | |
|                 {
 | |
|                     if (material.GetTexture("_MainTex") != null)
 | |
|                     {
 | |
|                         Vector2 MainScale = material.GetTextureScale("_MainTex");
 | |
|                         Vector2 MainOffset = material.GetTextureOffset("_MainTex");
 | |
|                         material.shader = Ice_URP;
 | |
|                         if (material.HasProperty("_Tiling"))
 | |
|                             material.SetVector("_Tiling", new Vector4(MainScale[0], MainScale[1], MainOffset[0], MainOffset[1]));
 | |
|                     }
 | |
|                     else
 | |
|                         material.shader = Ice_URP;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Shader Graphs/URP_ParallaxIce") != null)
 | |
|             {
 | |
|                 if (material.shader == ParallaxIce || material.shader == ParallaxIce_HDRP)
 | |
|                 {
 | |
|                     if (material.GetTexture("_Emission") != null)
 | |
|                     {
 | |
|                         Vector2 MainScale = material.GetTextureScale("_Emission");
 | |
|                         Vector2 MainOffset = material.GetTextureOffset("_Emission");
 | |
|                         material.shader = ParallaxIce_URP;
 | |
|                         if (material.HasProperty("_EmissionTiling"))
 | |
|                             material.SetVector("_EmissionTiling", new Vector4(MainScale[0], MainScale[1], MainOffset[0], MainOffset[1]));
 | |
|                     }
 | |
|                     else
 | |
|                         material.shader = ParallaxIce_URP;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Shader Graphs/URP_Distortion") != null)
 | |
|             {
 | |
|                 if (material.shader == Distortion || material.shader == Distortion_HDRP)
 | |
|                 {
 | |
|                     material.SetFloat("_ZWrite", 0);
 | |
|                     material.shader = Distortion_URP;
 | |
|                     material.renderQueue = 2750;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Shader Graphs/URP_Add_CG") != null)
 | |
|             {
 | |
|                 if (material.shader == Add_CG || material.shader == Add_CG_HDRP)
 | |
|                 {
 | |
|                     if (material.GetTexture("_MainTex") != null || material.GetTexture("_Noise") != null
 | |
|                         || material.GetTexture("_Flow") != null || material.GetTexture("_Mask") != null)
 | |
|                     {
 | |
|                         Vector2 MainScale = material.GetTextureScale("_MainTex");
 | |
|                         Vector2 MainOffset = material.GetTextureOffset("_MainTex");
 | |
|                         Vector2 NoiseScale = material.GetTextureScale("_Noise");
 | |
|                         Vector2 NoiseOffset = material.GetTextureOffset("_Noise");
 | |
|                         Vector2 FlowScale = material.GetTextureScale("_Flow");
 | |
|                         Vector2 FlowOffset = material.GetTextureOffset("_Flow");
 | |
|                         Vector2 MaskScale = material.GetTextureScale("_Mask");
 | |
|                         Vector2 MaskOffset = material.GetTextureOffset("_Mask");
 | |
|                         material.shader = Add_CG_URP;
 | |
|                         if (material.HasProperty("_ZWrite")) material.SetFloat("_ZWrite", 0);
 | |
|                         if (material.HasProperty("_MainTexTiling"))
 | |
|                             material.SetVector("_MainTexTiling", new Vector4(MainScale[0], MainScale[1], MainOffset[0], MainOffset[1]));
 | |
|                         if (material.HasProperty("_NoiseTiling"))
 | |
|                             material.SetVector("_NoiseTiling", new Vector4(NoiseScale[0], NoiseScale[1], NoiseOffset[0], NoiseOffset[1]));
 | |
|                         if (material.HasProperty("_FlowTiling"))
 | |
|                             material.SetVector("_FlowTiling", new Vector4(FlowScale[0], FlowScale[1], FlowOffset[0], FlowOffset[1]));
 | |
|                         if (material.HasProperty("_MaskTiling"))
 | |
|                             material.SetVector("_MaskTiling", new Vector4(MaskScale[0], MaskScale[1], MaskOffset[0], MaskOffset[1]));
 | |
|                     }
 | |
|                     else
 | |
|                         material.shader = Add_CG_URP;
 | |
|                     Debug.Log("Shaders changed successfully");
 | |
|                 }
 | |
|             }
 | |
|             else Debug.Log("First import shaders!");
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Shader Graphs/URP_Blend_CG") != null)
 | |
|             {
 | |
|                 if (material.shader == Blend_CG || material.shader == Blend_CG_HDRP)
 | |
|                 {
 | |
|                     if (material.GetTexture("_MainTex") != null || material.GetTexture("_Noise") != null
 | |
|                         || material.GetTexture("_Flow") != null || material.GetTexture("_Mask") != null)
 | |
|                     {
 | |
|                         Vector2 MainScale = material.GetTextureScale("_MainTex");
 | |
|                         Vector2 MainOffset = material.GetTextureOffset("_MainTex");
 | |
|                         Vector2 NoiseScale = material.GetTextureScale("_Noise");
 | |
|                         Vector2 NoiseOffset = material.GetTextureOffset("_Noise");
 | |
|                         Vector2 FlowScale = material.GetTextureScale("_Flow");
 | |
|                         Vector2 FlowOffset = material.GetTextureOffset("_Flow");
 | |
|                         Vector2 MaskScale = material.GetTextureScale("_Mask");
 | |
|                         Vector2 MaskOffset = material.GetTextureOffset("_Mask");
 | |
|                         material.shader = Blend_CG_URP;
 | |
|                         if (material.HasProperty("_ZWrite")) material.SetFloat("_ZWrite", 0);
 | |
|                         if (material.HasProperty("_MainTexTiling"))
 | |
|                             material.SetVector("_MainTexTiling", new Vector4(MainScale[0], MainScale[1], MainOffset[0], MainOffset[1]));
 | |
|                         if (material.HasProperty("_NoiseTiling"))
 | |
|                             material.SetVector("_NoiseTiling", new Vector4(NoiseScale[0], NoiseScale[1], NoiseOffset[0], NoiseOffset[1]));
 | |
|                         if (material.HasProperty("_FlowTiling"))
 | |
|                             material.SetVector("_FlowTiling", new Vector4(FlowScale[0], FlowScale[1], FlowOffset[0], FlowOffset[1]));
 | |
|                         if (material.HasProperty("_MaskTiling"))
 | |
|                             material.SetVector("_MaskTiling", new Vector4(MaskScale[0], MaskScale[1], MaskOffset[0], MaskOffset[1]));
 | |
|                     }
 | |
|                     else
 | |
|                         material.shader = Blend_CG_URP;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Shader Graphs/URP_BlendDistort") != null)
 | |
|             {
 | |
|                 if (material.shader == BlendDistort || material.shader == BlendDistort_HDRP)
 | |
|                 {
 | |
|                     if (material.GetTexture("_MainTex") != null || material.GetTexture("_Noise") != null
 | |
|                         || material.GetTexture("_Flow") != null || material.GetTexture("_Mask") != null || material.GetTexture("_NormalMap") != null)
 | |
|                     {
 | |
|                         Vector2 MainScale = material.GetTextureScale("_MainTex");
 | |
|                         Vector2 MainOffset = material.GetTextureOffset("_MainTex");
 | |
|                         Vector2 NoiseScale = material.GetTextureScale("_Noise");
 | |
|                         Vector2 NoiseOffset = material.GetTextureOffset("_Noise");
 | |
|                         Vector2 FlowScale = material.GetTextureScale("_Flow");
 | |
|                         Vector2 FlowOffset = material.GetTextureOffset("_Flow");
 | |
|                         Vector2 MaskScale = material.GetTextureScale("_Mask");
 | |
|                         Vector2 MaskOffset = material.GetTextureOffset("_Mask");
 | |
|                         Vector2 NormalScale = material.GetTextureScale("_NormalMap");
 | |
|                         Vector2 NormalOffset = material.GetTextureOffset("_NormalMap");
 | |
|                         material.shader = BlendDistort_URP;
 | |
|                         if (material.HasProperty("_ZWrite")) material.SetFloat("_ZWrite", 0);
 | |
|                         if (material.HasProperty("_MainTexTiling"))
 | |
|                             material.SetVector("_MainTexTiling", new Vector4(MainScale[0], MainScale[1], MainOffset[0], MainOffset[1]));
 | |
|                         if (material.HasProperty("_NoiseTiling"))
 | |
|                             material.SetVector("_NoiseTiling", new Vector4(NoiseScale[0], NoiseScale[1], NoiseOffset[0], NoiseOffset[1]));
 | |
|                         if (material.HasProperty("_FlowTiling"))
 | |
|                             material.SetVector("_FlowTiling", new Vector4(FlowScale[0], FlowScale[1], FlowOffset[0], FlowOffset[1]));
 | |
|                         if (material.HasProperty("_MaskTiling"))
 | |
|                             material.SetVector("_MaskTiling", new Vector4(MaskScale[0], MaskScale[1], MaskOffset[0], MaskOffset[1]));
 | |
|                         if (material.HasProperty("_NormalMapTiling"))
 | |
|                             material.SetVector("_NormalMapTiling", new Vector4(NormalScale[0], NormalScale[1], NormalOffset[0], NormalOffset[1]));
 | |
|                     }
 | |
|                     else
 | |
|                         material.shader = BlendDistort_URP;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Shader Graphs/URP_VolumeLaser") != null)
 | |
|             {
 | |
|                 if (material.shader == VolumeLaser || material.shader == VolumeLaser_HDRP)
 | |
|                 {
 | |
|                     material.shader = VolumeLaser_URP;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Shader Graphs/URP_Explosion") != null)
 | |
|             {
 | |
|                 if (material.shader == Explosion || material.shader == Explosion_HDRP)
 | |
|                 {
 | |
|                     material.shader = Explosion_URP;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Shader Graphs/URP_SwordSlash") != null)
 | |
|             {
 | |
|                 if (material.shader == SwordSlash || material.shader == SwordSlash_HDRP)
 | |
|                 {
 | |
|                     if (material.GetTexture("_MainTexture") != null || material.GetTexture("_EmissionTex") != null
 | |
|                         || material.GetTexture("_Dissolve") != null)
 | |
|                     {
 | |
|                         Vector2 MainScale = material.GetTextureScale("_MainTexture");
 | |
|                         Vector2 MainOffset = material.GetTextureOffset("_MainTexture");
 | |
|                         Vector2 EmissionTexScale = material.GetTextureScale("_EmissionTex");
 | |
|                         Vector2 EmissionTexOffset = material.GetTextureOffset("_EmissionTex");
 | |
|                         Vector2 DissolveScale = material.GetTextureScale("_Dissolve");
 | |
|                         Vector2 DissolveOffset = material.GetTextureOffset("_Dissolve");
 | |
|                         material.shader = SwordSlash_URP;
 | |
|                         if (material.HasProperty("_ZWrite")) material.SetFloat("_ZWrite", 0);
 | |
|                         if (material.HasProperty("_MainTextureTiling"))
 | |
|                             material.SetVector("_MainTextureTiling", new Vector4(MainScale[0], MainScale[1], MainOffset[0], MainOffset[1]));
 | |
|                         if (material.HasProperty("_EmissionTexTiling"))
 | |
|                             material.SetVector("_EmissionTexTiling", new Vector4(EmissionTexScale[0], EmissionTexScale[1], EmissionTexOffset[0], EmissionTexOffset[1]));
 | |
|                         if (material.HasProperty("_DissolveTiling"))
 | |
|                             material.SetVector("_DissolveTiling", new Vector4(DissolveScale[0], DissolveScale[1], DissolveOffset[0], DissolveOffset[1]));
 | |
|                     }
 | |
|                     else
 | |
|                         material.shader = SwordSlash_URP;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Shader Graphs/URP_ShockWave") != null)
 | |
|             {
 | |
|                 if (material.shader == ShockWave || material.shader == ShockWave_HDRP)
 | |
|                 {
 | |
|                     if (material.GetTexture("_MainTexture") != null || material.GetTexture("_Noise") != null
 | |
|                         || material.GetTexture("_Flow") != null || material.GetTexture("_Mask") != null)
 | |
|                     {
 | |
|                         Vector2 MainScale = material.GetTextureScale("_MainTexture");
 | |
|                         Vector2 MainOffset = material.GetTextureOffset("_MainTexture");
 | |
|                         Vector2 NoiseScale = material.GetTextureScale("_Noise");
 | |
|                         Vector2 NoiseOffset = material.GetTextureOffset("_Noise");
 | |
|                         Vector2 FlowScale = material.GetTextureScale("_Flow");
 | |
|                         Vector2 FlowOffset = material.GetTextureOffset("_Flow");
 | |
|                         Vector2 MaskScale = material.GetTextureScale("_Mask");
 | |
|                         Vector2 MaskOffset = material.GetTextureOffset("_Mask");
 | |
|                         material.shader = ShockWave_URP;
 | |
|                         if (material.HasProperty("_ZWrite")) material.SetFloat("_ZWrite", 0);
 | |
|                         if (material.HasProperty("_MainTexTiling"))
 | |
|                             material.SetVector("_MainTexTiling", new Vector4(MainScale[0], MainScale[1], MainOffset[0], MainOffset[1]));
 | |
|                         if (material.HasProperty("_NoiseTiling"))
 | |
|                             material.SetVector("_NoiseTiling", new Vector4(NoiseScale[0], NoiseScale[1], NoiseOffset[0], NoiseOffset[1]));
 | |
|                         if (material.HasProperty("_FlowTiling"))
 | |
|                             material.SetVector("_FlowTiling", new Vector4(FlowScale[0], FlowScale[1], FlowOffset[0], FlowOffset[1]));
 | |
|                         if (material.HasProperty("_MaskTiling"))
 | |
|                             material.SetVector("_MaskTiling", new Vector4(MaskScale[0], MaskScale[1], MaskOffset[0], MaskOffset[1]));
 | |
|                     }
 | |
|                     else
 | |
|                         material.shader = ShockWave_URP;
 | |
|                 }
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| 
 | |
| 
 | |
|     private void ChangeToSRP()
 | |
|     {
 | |
| 
 | |
|         foreach (var material in shaderMaterials)
 | |
|         {
 | |
|             if (Shader.Find("Hovl/Particles/LightGlow") != null)
 | |
|             {
 | |
|                 if (material.shader == LightGlow_URP || material.shader == LightGlow_HDRP)
 | |
|                 {
 | |
|                     material.shader = LightGlow;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Hovl/Particles/Lit_CenterGlow") != null)
 | |
|             {
 | |
|                 if (material.shader == Lit_CenterGlow_URP || material.shader == Lit_CenterGlow_HDRP)
 | |
|                 {
 | |
|                     material.shader = Lit_CenterGlow;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Hovl/Particles/Blend_TwoSides") != null)
 | |
|             {
 | |
|                 if (material.shader == Blend_TwoSides_URP || material.shader == Blend_TwoSides_HDRP)
 | |
|                 {
 | |
|                     if (material.HasProperty("_MainTexTiling") && material.HasProperty("_NoiseTiling"))
 | |
|                     {
 | |
|                         Vector4 MainTiling = material.GetVector("_MainTexTiling");
 | |
|                         Vector4 NoiseTiling = material.GetVector("_NoiseTiling");
 | |
|                         material.shader = Blend_TwoSides;
 | |
|                         if (material.GetTexture("_MainTex") != null && material.GetTexture("_Noise") != null)
 | |
|                         {
 | |
|                             material.SetTextureScale("_MainTex", new Vector2(MainTiling[0], MainTiling[1]));
 | |
|                             material.SetTextureOffset("_MainTex", new Vector2(MainTiling[2], MainTiling[3]));
 | |
|                             material.SetTextureScale("_Noise", new Vector2(NoiseTiling[0], NoiseTiling[1]));
 | |
|                             material.SetTextureOffset("_Noise", new Vector2(NoiseTiling[2], NoiseTiling[3]));
 | |
|                         }
 | |
|                     }
 | |
|                     else
 | |
|                         material.shader = Blend_TwoSides;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Hovl/Particles/Blend_Normals") != null)
 | |
|             {
 | |
|                 if (material.shader == Blend_Normals_URP || material.shader == Blend_Normals_HDRP)
 | |
|                 {
 | |
|                     if (material.HasProperty("_MainTexTiling") && material.HasProperty("_NoiseTiling"))
 | |
|                     {
 | |
|                         Vector4 MainTiling = material.GetVector("_MainTexTiling");
 | |
|                         Vector4 NoiseTiling = material.GetVector("_NoiseTiling");
 | |
|                         material.shader = Blend_Normals;
 | |
|                         if (material.GetTexture("_MainTex") != null && material.GetTexture("_Noise") != null)
 | |
|                         {
 | |
|                             material.SetTextureScale("_MainTex", new Vector2(MainTiling[0], MainTiling[1]));
 | |
|                             material.SetTextureOffset("_MainTex", new Vector2(MainTiling[2], MainTiling[3]));
 | |
|                             material.SetTextureScale("_Noise", new Vector2(NoiseTiling[0], NoiseTiling[1]));
 | |
|                             material.SetTextureOffset("_Noise", new Vector2(NoiseTiling[2], NoiseTiling[3]));
 | |
|                         }
 | |
|                     }
 | |
|                     else
 | |
|                         material.shader = Blend_Normals;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Hovl/Particles/Ice") != null)
 | |
|             {
 | |
|                 if (material.shader == Ice_URP || material.shader == Ice_HDRP)
 | |
|                 {
 | |
|                     if (material.HasProperty("_Tiling"))
 | |
|                     {
 | |
|                         Vector4 MainTiling = material.GetVector("_Tiling");
 | |
|                         material.shader = Ice;
 | |
|                         if (material.GetTexture("_MainTex") != null)
 | |
|                         {
 | |
|                             material.SetTextureScale("_MainTex", new Vector2(MainTiling[0], MainTiling[1]));
 | |
|                             material.SetTextureOffset("_MainTex", new Vector2(MainTiling[2], MainTiling[3]));
 | |
|                         }
 | |
|                     }
 | |
|                     else
 | |
|                         material.shader = Ice;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Hovl/Opaque/ParallaxIce") != null)
 | |
|             {
 | |
|                 if (material.shader == ParallaxIce_URP || material.shader == ParallaxIce_HDRP)
 | |
|                 {
 | |
|                     if (material.HasProperty("_EmissionTiling"))
 | |
|                     {
 | |
|                         Vector4 MainTiling = material.GetVector("_EmissionTiling");
 | |
|                         material.shader = ParallaxIce;
 | |
|                         if (material.GetTexture("_Emission") != null)
 | |
|                         {
 | |
|                             material.SetTextureScale("_Emission", new Vector2(MainTiling[0], MainTiling[1]));
 | |
|                             material.SetTextureOffset("_Emission", new Vector2(MainTiling[2], MainTiling[3]));
 | |
|                         }
 | |
|                     }
 | |
|                     else
 | |
|                         material.shader = ParallaxIce;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Hovl/Particles/Distortion") != null)
 | |
|             {
 | |
|                 if (material.shader == Distortion_URP || material.shader == Distortion_HDRP)
 | |
|                 {
 | |
|                     material.shader = Distortion;
 | |
|                     material.renderQueue = 2750;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Hovl/Particles/Add_CenterGlow") != null)
 | |
|             {
 | |
|                 if (material.shader == Add_CG_URP || material.shader == Add_CG_HDRP)
 | |
|                 {
 | |
|                     if (material.HasProperty("_MainTexTiling") && material.HasProperty("_NoiseTiling")
 | |
|                         && material.HasProperty("_FlowTiling") && material.HasProperty("_MaskTiling"))
 | |
|                     {
 | |
|                         Vector4 MainTiling = material.GetVector("_MainTexTiling");
 | |
|                         Vector4 NoiseTiling = material.GetVector("_NoiseTiling");
 | |
|                         Vector4 FlowTiling = material.GetVector("_FlowTiling");
 | |
|                         Vector4 MaskTiling = material.GetVector("_MaskTiling");
 | |
|                         material.shader = Add_CG;
 | |
|                         if (material.GetTexture("_MainTex") != null && material.GetTexture("_Noise") != null)
 | |
|                         {
 | |
|                             material.SetTextureScale("_MainTex", new Vector2(MainTiling[0], MainTiling[1]));
 | |
|                             material.SetTextureOffset("_MainTex", new Vector2(MainTiling[2], MainTiling[3]));
 | |
|                             material.SetTextureScale("_Noise", new Vector2(NoiseTiling[0], NoiseTiling[1]));
 | |
|                             material.SetTextureOffset("_Noise", new Vector2(NoiseTiling[2], NoiseTiling[3]));
 | |
|                             material.SetTextureScale("_Flow", new Vector2(FlowTiling[0], FlowTiling[1]));
 | |
|                             material.SetTextureOffset("_Flow", new Vector2(FlowTiling[2], FlowTiling[3]));
 | |
|                             material.SetTextureScale("_Mask", new Vector2(MaskTiling[0], MaskTiling[1]));
 | |
|                             material.SetTextureOffset("_Mask", new Vector2(MaskTiling[2], MaskTiling[3]));
 | |
|                         }
 | |
|                     }
 | |
|                     else
 | |
|                         material.shader = Add_CG;
 | |
|                     Debug.Log("Shaders changed successfully");
 | |
|                 }
 | |
|             }
 | |
|             else Debug.Log("First import shaders!");
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Hovl/Particles/Blend_CenterGlow") != null)
 | |
|             {
 | |
|                 if (material.shader == Blend_CG_URP || material.shader == Blend_CG_HDRP)
 | |
|                 {
 | |
|                     if (material.HasProperty("_MainTexTiling") && material.HasProperty("_NoiseTiling")
 | |
|                         && material.HasProperty("_FlowTiling") && material.HasProperty("_MaskTiling"))
 | |
|                     {
 | |
|                         Vector4 MainTiling = material.GetVector("_MainTexTiling");
 | |
|                         Vector4 NoiseTiling = material.GetVector("_NoiseTiling");
 | |
|                         Vector4 FlowTiling = material.GetVector("_FlowTiling");
 | |
|                         Vector4 MaskTiling = material.GetVector("_MaskTiling");
 | |
|                         material.shader = Blend_CG;
 | |
|                         if (material.GetTexture("_MainTex") != null && material.GetTexture("_Noise") != null)
 | |
|                         {
 | |
|                             material.SetTextureScale("_MainTex", new Vector2(MainTiling[0], MainTiling[1]));
 | |
|                             material.SetTextureOffset("_MainTex", new Vector2(MainTiling[2], MainTiling[3]));
 | |
|                             material.SetTextureScale("_Noise", new Vector2(NoiseTiling[0], NoiseTiling[1]));
 | |
|                             material.SetTextureOffset("_Noise", new Vector2(NoiseTiling[2], NoiseTiling[3]));
 | |
|                             material.SetTextureScale("_Flow", new Vector2(FlowTiling[0], FlowTiling[1]));
 | |
|                             material.SetTextureOffset("_Flow", new Vector2(FlowTiling[2], FlowTiling[3]));
 | |
|                             material.SetTextureScale("_Mask", new Vector2(MaskTiling[0], MaskTiling[1]));
 | |
|                             material.SetTextureOffset("_Mask", new Vector2(MaskTiling[2], MaskTiling[3]));
 | |
|                         }
 | |
|                     }
 | |
|                     else
 | |
|                         material.shader = Blend_CG;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Hovl/Particles/BlendDistort") != null)
 | |
|             {
 | |
|                 if (material.shader == BlendDistort_URP || material.shader == BlendDistort_HDRP)
 | |
|                 {
 | |
|                     if (material.HasProperty("_MainTexTiling") && material.HasProperty("_NoiseTiling")
 | |
|                         && material.HasProperty("_FlowTiling") && material.HasProperty("_MaskTiling") && material.HasProperty("_NormalMapTiling"))
 | |
|                     {
 | |
|                         Vector4 MainTiling = material.GetVector("_MainTexTiling");
 | |
|                         Vector4 NoiseTiling = material.GetVector("_NoiseTiling");
 | |
|                         Vector4 FlowTiling = material.GetVector("_FlowTiling");
 | |
|                         Vector4 MaskTiling = material.GetVector("_MaskTiling");
 | |
|                         Vector4 NormalTiling = material.GetVector("_NormalMapTiling");
 | |
|                         material.shader = BlendDistort;
 | |
|                         if (material.GetTexture("_MainTex") != null && material.GetTexture("_Noise") != null)
 | |
|                         {
 | |
|                             material.SetTextureScale("_MainTex", new Vector2(MainTiling[0], MainTiling[1]));
 | |
|                             material.SetTextureOffset("_MainTex", new Vector2(MainTiling[2], MainTiling[3]));
 | |
|                             material.SetTextureScale("_Noise", new Vector2(NoiseTiling[0], NoiseTiling[1]));
 | |
|                             material.SetTextureOffset("_Noise", new Vector2(NoiseTiling[2], NoiseTiling[3]));
 | |
|                             material.SetTextureScale("_Flow", new Vector2(FlowTiling[0], FlowTiling[1]));
 | |
|                             material.SetTextureOffset("_Flow", new Vector2(FlowTiling[2], FlowTiling[3]));
 | |
|                             material.SetTextureScale("_Mask", new Vector2(MaskTiling[0], MaskTiling[1]));
 | |
|                             material.SetTextureOffset("_Mask", new Vector2(MaskTiling[2], MaskTiling[3]));
 | |
|                             material.SetTextureScale("_NormalMap", new Vector2(NormalTiling[0], NormalTiling[1]));
 | |
|                             material.SetTextureOffset("_NormalMap", new Vector2(NormalTiling[2], NormalTiling[3]));
 | |
|                         }
 | |
|                     }
 | |
|                     else
 | |
|                         material.shader = BlendDistort;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Hovl/Particles/VolumeLaser") != null)
 | |
|             {
 | |
|                 if (material.shader == VolumeLaser_URP || material.shader == VolumeLaser_HDRP)
 | |
|                 {
 | |
|                     material.shader = VolumeLaser;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Hovl/Particles/Explosion") != null)
 | |
|             {
 | |
|                 if (material.shader == Explosion_URP || material.shader == Explosion_HDRP)
 | |
|                 {
 | |
|                     material.shader = Explosion;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Hovl/Particles/SwordSlash") != null)
 | |
|             {
 | |
|                 if (material.shader == SwordSlash_URP || material.shader == SwordSlash_HDRP)
 | |
|                 {
 | |
|                     if (material.HasProperty("_MainTextureTiling") && material.HasProperty("_EmissionTexTiling") && material.HasProperty("_DissovleTiling"))
 | |
|                     {
 | |
|                         Vector4 MainTiling = material.GetVector("_MainTextureTiling");
 | |
|                         Vector4 EmissionTiling = material.GetVector("_EmissionTexTiling");
 | |
|                         Vector4 DissolveTiling = material.GetVector("_DissovleTiling");
 | |
|                         material.shader = SwordSlash;
 | |
|                         if (material.GetTexture("_MainTex") != null && material.GetTexture("_Noise") != null)
 | |
|                         {
 | |
|                             material.SetTextureScale("_MainTex", new Vector2(MainTiling[0], MainTiling[1]));
 | |
|                             material.SetTextureOffset("_MainTex", new Vector2(MainTiling[2], MainTiling[3]));
 | |
|                             material.SetTextureScale("_Noise", new Vector2(EmissionTiling[0], EmissionTiling[1]));
 | |
|                             material.SetTextureOffset("_Noise", new Vector2(EmissionTiling[2], EmissionTiling[3]));
 | |
|                             material.SetTextureScale("_Flow", new Vector2(DissolveTiling[0], DissolveTiling[1]));
 | |
|                             material.SetTextureOffset("_Flow", new Vector2(DissolveTiling[2], DissolveTiling[3]));
 | |
|                         }
 | |
|                     }
 | |
|                     else
 | |
|                         material.shader = SwordSlash;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Hovl/Particles/ShockWave") != null)
 | |
|             {
 | |
|                 if (material.shader == ShockWave_URP || material.shader == ShockWave_HDRP)
 | |
|                 {
 | |
|                     if (material.HasProperty("_MainTexTiling") && material.HasProperty("_NoiseTiling")
 | |
|                         && material.HasProperty("_FlowTiling") && material.HasProperty("_MaskTiling"))
 | |
|                     {
 | |
|                         Vector4 MainTiling = material.GetVector("_MainTexTiling");
 | |
|                         Vector4 NoiseTiling = material.GetVector("_NoiseTiling");
 | |
|                         Vector4 FlowTiling = material.GetVector("_FlowTiling");
 | |
|                         Vector4 MaskTiling = material.GetVector("_MaskTiling");
 | |
|                         material.shader = ShockWave;
 | |
|                         if (material.GetTexture("_MainTexture") != null && material.GetTexture("_Noise") != null)
 | |
|                         {
 | |
|                             material.SetTextureScale("_MainTexture", new Vector2(MainTiling[0], MainTiling[1]));
 | |
|                             material.SetTextureOffset("_MainTexture", new Vector2(MainTiling[2], MainTiling[3]));
 | |
|                             material.SetTextureScale("_Noise", new Vector2(NoiseTiling[0], NoiseTiling[1]));
 | |
|                             material.SetTextureOffset("_Noise", new Vector2(NoiseTiling[2], NoiseTiling[3]));
 | |
|                             material.SetTextureScale("_Flow", new Vector2(FlowTiling[0], FlowTiling[1]));
 | |
|                             material.SetTextureOffset("_Flow", new Vector2(FlowTiling[2], FlowTiling[3]));
 | |
|                             material.SetTextureScale("_Mask", new Vector2(MaskTiling[0], MaskTiling[1]));
 | |
|                             material.SetTextureOffset("_Mask", new Vector2(MaskTiling[2], MaskTiling[3]));
 | |
|                         }
 | |
|                     }
 | |
|                     else
 | |
|                         material.shader = ShockWave;
 | |
|                 }
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     private void ChangeToHDRP()
 | |
|     {
 | |
|         foreach (var material in shaderMaterials)
 | |
|         {
 | |
|             if (Shader.Find("ERB/HDRP/Particles/LightGlow") != null)
 | |
|             {
 | |
|                 if (material.shader == LightGlow || material.shader == LightGlow_URP)
 | |
|                 {
 | |
|                     material.shader = LightGlow_HDRP;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Shader Graphs/HDRP_Lit_CenterGlow") != null)
 | |
|             {
 | |
|                 if (material.shader == Lit_CenterGlow || material.shader == Lit_CenterGlow_URP)
 | |
|                 {
 | |
|                     material.shader = Lit_CenterGlow_HDRP;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Shader Graphs/HDRP_Blend_TwoSides") != null)
 | |
|             {
 | |
|                 if (material.shader == Blend_TwoSides || material.shader == Blend_TwoSides_URP)
 | |
|                 {
 | |
|                     if (material.GetTexture("_MainTex") != null || material.GetTexture("_Noise") != null)
 | |
|                     {
 | |
|                         Vector2 MainScale = material.GetTextureScale("_MainTex");
 | |
|                         Vector2 MainOffset = material.GetTextureOffset("_MainTex");
 | |
|                         Vector2 NoiseScale = material.GetTextureScale("_Noise");
 | |
|                         Vector2 NoiseOffset = material.GetTextureOffset("_Noise");
 | |
|                         material.shader = Blend_TwoSides_HDRP;
 | |
|                         if (material.HasProperty("_MainTexTiling"))
 | |
|                             material.SetVector("_MainTexTiling", new Vector4(MainScale[0], MainScale[1], MainOffset[0], MainOffset[1]));
 | |
|                         if (material.HasProperty("_NoiseTiling"))
 | |
|                             material.SetVector("_NoiseTiling", new Vector4(NoiseScale[0], NoiseScale[1], NoiseOffset[0], NoiseOffset[1]));
 | |
|                     }
 | |
|                     else
 | |
|                         material.shader = Blend_TwoSides_HDRP;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Shader Graphs/HDRP_Blend_Normals") != null)
 | |
|             {
 | |
|                 if (material.shader == Blend_Normals || material.shader == Blend_Normals_URP)
 | |
|                 {
 | |
|                     if (material.GetTexture("_MainTex") != null || material.GetTexture("_Noise") != null)
 | |
|                     {
 | |
|                         Vector2 MainScale = material.GetTextureScale("_MainTex");
 | |
|                         Vector2 MainOffset = material.GetTextureOffset("_MainTex");
 | |
|                         Vector2 NoiseScale = material.GetTextureScale("_Noise");
 | |
|                         Vector2 NoiseOffset = material.GetTextureOffset("_Noise");
 | |
|                         material.shader = Blend_Normals_HDRP;
 | |
|                         if (material.HasProperty("_MainTexTiling"))
 | |
|                             material.SetVector("_MainTexTiling", new Vector4(MainScale[0], MainScale[1], MainOffset[0], MainOffset[1]));
 | |
|                         if (material.HasProperty("_NoiseTiling"))
 | |
|                             material.SetVector("_NoiseTiling", new Vector4(NoiseScale[0], NoiseScale[1], NoiseOffset[0], NoiseOffset[1]));
 | |
|                     }
 | |
|                     else
 | |
|                         material.shader = Blend_Normals_HDRP;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Shader Graphs/HDRP_Ice") != null)
 | |
|             {
 | |
|                 if (material.shader == Ice || material.shader == Ice_URP)
 | |
|                 {
 | |
|                     if (material.GetTexture("_MainTex") != null)
 | |
|                     {
 | |
|                         Vector2 MainScale = material.GetTextureScale("_MainTex");
 | |
|                         Vector2 MainOffset = material.GetTextureOffset("_MainTex");
 | |
|                         material.shader = Ice_HDRP;
 | |
|                         if (material.HasProperty("_Tiling"))
 | |
|                             material.SetVector("_Tiling", new Vector4(MainScale[0], MainScale[1], MainOffset[0], MainOffset[1]));
 | |
|                     }
 | |
|                     else
 | |
|                         material.shader = Ice_HDRP;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Shader Graphs/HDRP_ParallaxIce") != null)
 | |
|             {
 | |
|                 if (material.shader == ParallaxIce || material.shader == ParallaxIce_URP)
 | |
|                 {
 | |
|                     if (material.GetTexture("_Emission") != null)
 | |
|                     {
 | |
|                         Vector2 MainScale = material.GetTextureScale("_Emission");
 | |
|                         Vector2 MainOffset = material.GetTextureOffset("_Emission");
 | |
|                         material.shader = ParallaxIce_HDRP;
 | |
|                         if (material.HasProperty("_EmissionTiling"))
 | |
|                             material.SetVector("_EmissionTiling", new Vector4(MainScale[0], MainScale[1], MainOffset[0], MainOffset[1]));
 | |
|                     }
 | |
|                     else
 | |
|                         material.shader = ParallaxIce_HDRP;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Shader Graphs/HDRP_Distortion") != null)
 | |
|             {
 | |
|                 if (material.shader == Distortion || material.shader == Distortion_URP)
 | |
|                 {
 | |
|                     material.SetFloat("_ZWrite", 0);
 | |
|                     material.shader = Distortion_HDRP;
 | |
|                     material.renderQueue = 2750;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Shader Graphs/HDRP_Add_CG") != null)
 | |
|             {
 | |
|                 if (material.shader == Add_CG || material.shader == Add_CG_URP)
 | |
|                 {
 | |
|                     if (material.GetTexture("_MainTex") != null || material.GetTexture("_Noise") != null
 | |
|                         || material.GetTexture("_Flow") != null || material.GetTexture("_Mask") != null)
 | |
|                     {
 | |
|                         Vector2 MainScale = material.GetTextureScale("_MainTex");
 | |
|                         Vector2 MainOffset = material.GetTextureOffset("_MainTex");
 | |
|                         Vector2 NoiseScale = material.GetTextureScale("_Noise");
 | |
|                         Vector2 NoiseOffset = material.GetTextureOffset("_Noise");
 | |
|                         Vector2 FlowScale = material.GetTextureScale("_Flow");
 | |
|                         Vector2 FlowOffset = material.GetTextureOffset("_Flow");
 | |
|                         Vector2 MaskScale = material.GetTextureScale("_Mask");
 | |
|                         Vector2 MaskOffset = material.GetTextureOffset("_Mask");
 | |
|                         material.SetFloat("_StencilRef", 0);
 | |
|                         material.SetFloat("_AlphaDstBlend", 1);
 | |
|                         material.SetFloat("_DstBlend", 1);
 | |
|                         material.SetFloat("_ZWrite", 0);
 | |
|                         material.SetFloat("_SrcBlend", 1);
 | |
|                         material.EnableKeyword("_BLENDMODE_ADD _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT");
 | |
|                         material.SetShaderPassEnabled("TransparentBackface", false);
 | |
|                         material.SetOverrideTag("RenderType", "Transparent");
 | |
|                         material.SetFloat("_CullModeForward", 0);
 | |
|                         material.shader = Add_CG_HDRP;
 | |
|                         if (material.HasProperty("_MainTexTiling"))
 | |
|                             material.SetVector("_MainTexTiling", new Vector4(MainScale[0], MainScale[1], MainOffset[0], MainOffset[1]));
 | |
|                         if (material.HasProperty("_NoiseTiling"))
 | |
|                             material.SetVector("_NoiseTiling", new Vector4(NoiseScale[0], NoiseScale[1], NoiseOffset[0], NoiseOffset[1]));
 | |
|                         if (material.HasProperty("_FlowTiling"))
 | |
|                             material.SetVector("_FlowTiling", new Vector4(FlowScale[0], FlowScale[1], FlowOffset[0], FlowOffset[1]));
 | |
|                         if (material.HasProperty("_MaskTiling"))
 | |
|                             material.SetVector("_MaskTiling", new Vector4(MaskScale[0], MaskScale[1], MaskOffset[0], MaskOffset[1]));
 | |
|                     }
 | |
|                     else
 | |
|                         material.shader = Add_CG_HDRP;
 | |
|                     Debug.Log("Shaders changed successfully");
 | |
|                 }
 | |
|             }
 | |
|             else Debug.Log("First import shaders!");
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Shader Graphs/HDRP_Blend_CG") != null)
 | |
|             {
 | |
|                 if (material.shader == Blend_CG || material.shader == Blend_CG_URP)
 | |
|                 {
 | |
|                     if (material.GetTexture("_MainTex") != null || material.GetTexture("_Noise") != null
 | |
|                         || material.GetTexture("_Flow") != null || material.GetTexture("_Mask") != null)
 | |
|                     {
 | |
|                         Vector2 MainScale = material.GetTextureScale("_MainTex");
 | |
|                         Vector2 MainOffset = material.GetTextureOffset("_MainTex");
 | |
|                         Vector2 NoiseScale = material.GetTextureScale("_Noise");
 | |
|                         Vector2 NoiseOffset = material.GetTextureOffset("_Noise");
 | |
|                         Vector2 FlowScale = material.GetTextureScale("_Flow");
 | |
|                         Vector2 FlowOffset = material.GetTextureOffset("_Flow");
 | |
|                         Vector2 MaskScale = material.GetTextureScale("_Mask");
 | |
|                         Vector2 MaskOffset = material.GetTextureOffset("_Mask");
 | |
|                         material.SetFloat("_ZWrite", 0);
 | |
|                         material.SetFloat("_StencilRef", 0);
 | |
|                         material.SetShaderPassEnabled("TransparentBackface", false);
 | |
|                         material.SetOverrideTag("RenderType", "Transparent");
 | |
|                         material.SetFloat("_AlphaDstBlend", 10);
 | |
|                         material.SetFloat("_DstBlend", 10);
 | |
|                         material.SetFloat("_SrcBlend", 1);
 | |
|                         material.EnableKeyword("_BLENDMODE_ALPHA _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT");
 | |
|                         if (material.HasProperty("_CullModeForward")) material.SetFloat("_CullModeForward", 0);
 | |
|                         material.shader = Blend_CG_HDRP;
 | |
|                         if (material.HasProperty("_MainTexTiling"))
 | |
|                             material.SetVector("_MainTexTiling", new Vector4(MainScale[0], MainScale[1], MainOffset[0], MainOffset[1]));
 | |
|                         if (material.HasProperty("_NoiseTiling"))
 | |
|                             material.SetVector("_NoiseTiling", new Vector4(NoiseScale[0], NoiseScale[1], NoiseOffset[0], NoiseOffset[1]));
 | |
|                         if (material.HasProperty("_FlowTiling"))
 | |
|                             material.SetVector("_FlowTiling", new Vector4(FlowScale[0], FlowScale[1], FlowOffset[0], FlowOffset[1]));
 | |
|                         if (material.HasProperty("_MaskTiling"))
 | |
|                             material.SetVector("_MaskTiling", new Vector4(MaskScale[0], MaskScale[1], MaskOffset[0], MaskOffset[1]));
 | |
|                     }
 | |
|                     else
 | |
|                         material.shader = Blend_CG_HDRP;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Shader Graphs/HDRP_BlendDistort") != null)
 | |
|             {
 | |
|                 if (material.shader == BlendDistort || material.shader == BlendDistort_URP)
 | |
|                 {
 | |
|                     if (material.GetTexture("_MainTex") != null || material.GetTexture("_Noise") != null
 | |
|                         || material.GetTexture("_Flow") != null || material.GetTexture("_Mask") != null || material.GetTexture("_NormalMap") != null)
 | |
|                     {
 | |
|                         Vector2 MainScale = material.GetTextureScale("_MainTex");
 | |
|                         Vector2 MainOffset = material.GetTextureOffset("_MainTex");
 | |
|                         Vector2 NoiseScale = material.GetTextureScale("_Noise");
 | |
|                         Vector2 NoiseOffset = material.GetTextureOffset("_Noise");
 | |
|                         Vector2 FlowScale = material.GetTextureScale("_Flow");
 | |
|                         Vector2 FlowOffset = material.GetTextureOffset("_Flow");
 | |
|                         Vector2 MaskScale = material.GetTextureScale("_Mask");
 | |
|                         Vector2 MaskOffset = material.GetTextureOffset("_Mask");
 | |
|                         Vector2 NormalScale = material.GetTextureScale("_NormalMap");
 | |
|                         Vector2 NormalOffset = material.GetTextureOffset("_NormalMap");
 | |
|                         material.shader = BlendDistort_HDRP;
 | |
|                         if (material.HasProperty("_ZWrite")) material.SetFloat("_ZWrite", 0);
 | |
|                         if (material.HasProperty("_MainTexTiling"))
 | |
|                             material.SetVector("_MainTexTiling", new Vector4(MainScale[0], MainScale[1], MainOffset[0], MainOffset[1]));
 | |
|                         if (material.HasProperty("_NoiseTiling"))
 | |
|                             material.SetVector("_NoiseTiling", new Vector4(NoiseScale[0], NoiseScale[1], NoiseOffset[0], NoiseOffset[1]));
 | |
|                         if (material.HasProperty("_FlowTiling"))
 | |
|                             material.SetVector("_FlowTiling", new Vector4(FlowScale[0], FlowScale[1], FlowOffset[0], FlowOffset[1]));
 | |
|                         if (material.HasProperty("_MaskTiling"))
 | |
|                             material.SetVector("_MaskTiling", new Vector4(MaskScale[0], MaskScale[1], MaskOffset[0], MaskOffset[1]));
 | |
|                         if (material.HasProperty("_NormalMapTiling"))
 | |
|                             material.SetVector("_NormalMapTiling", new Vector4(NormalScale[0], NormalScale[1], NormalOffset[0], NormalOffset[1]));
 | |
|                     }
 | |
|                     else
 | |
|                         material.shader = BlendDistort_HDRP;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Shader Graphs/HDRP_VolumeLaser") != null)
 | |
|             {
 | |
|                 if (material.shader == VolumeLaser || material.shader == VolumeLaser_URP)
 | |
|                 {
 | |
|                     material.shader = VolumeLaser_HDRP;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Shader Graphs/HDRP_Explosion") != null)
 | |
|             {
 | |
|                 if (material.shader == Explosion || material.shader == Explosion_URP)
 | |
|                 {
 | |
|                     material.SetFloat("_StencilRef", 0);
 | |
|                     material.SetFloat("_AlphaDstBlend", 1);
 | |
|                     material.SetFloat("_DstBlend", 1);
 | |
|                     material.SetFloat("_ZWrite", 0);
 | |
|                     material.SetFloat("_SrcBlend", 1);
 | |
|                     material.EnableKeyword("_BLENDMODE_ADD _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT");
 | |
|                     material.SetShaderPassEnabled("TransparentBackface", false);
 | |
|                     material.SetOverrideTag("RenderType", "Transparent");
 | |
|                     material.SetFloat("_CullModeForward", 0);
 | |
|                     material.shader = Explosion_HDRP;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Shader Graphs/HDRP_SwordSlash") != null)
 | |
|             {
 | |
|                 if (material.shader == SwordSlash || material.shader == SwordSlash_URP)
 | |
|                 {
 | |
|                     if (material.GetTexture("_MainTexture") != null || material.GetTexture("_EmissionTex") != null
 | |
|                         || material.GetTexture("_Dissolve") != null)
 | |
|                     {
 | |
|                         Vector2 MainScale = material.GetTextureScale("_MainTexture");
 | |
|                         Vector2 MainOffset = material.GetTextureOffset("_MainTexture");
 | |
|                         Vector2 EmissionTexScale = material.GetTextureScale("_EmissionTex");
 | |
|                         Vector2 EmissionTexOffset = material.GetTextureOffset("_EmissionTex");
 | |
|                         Vector2 DissolveScale = material.GetTextureScale("_Dissolve");
 | |
|                         Vector2 DissolveOffset = material.GetTextureOffset("_Dissolve");
 | |
|                         material.SetFloat("_ZWrite", 0);
 | |
|                         material.SetFloat("_StencilRef", 0);
 | |
|                         material.SetShaderPassEnabled("TransparentBackface", false);
 | |
|                         material.SetOverrideTag("RenderType", "Transparent");
 | |
|                         material.SetFloat("_AlphaDstBlend", 10);
 | |
|                         material.SetFloat("_DstBlend", 10);
 | |
|                         material.SetFloat("_SrcBlend", 1);
 | |
|                         material.EnableKeyword("_BLENDMODE_ALPHA _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT");
 | |
|                         material.shader = SwordSlash_HDRP;
 | |
|                         if (material.HasProperty("_ZWrite")) material.SetFloat("_ZWrite", 0);
 | |
|                         if (material.HasProperty("_MainTextureTiling"))
 | |
|                             material.SetVector("_MainTextureTiling", new Vector4(MainScale[0], MainScale[1], MainOffset[0], MainOffset[1]));
 | |
|                         if (material.HasProperty("_EmissionTexTiling"))
 | |
|                             material.SetVector("_EmissionTexTiling", new Vector4(EmissionTexScale[0], EmissionTexScale[1], EmissionTexOffset[0], EmissionTexOffset[1]));
 | |
|                         if (material.HasProperty("_DissolveTiling"))
 | |
|                             material.SetVector("_DissolveTiling", new Vector4(DissolveScale[0], DissolveScale[1], DissolveOffset[0], DissolveOffset[1]));
 | |
|                     }
 | |
|                     else
 | |
|                         material.shader = SwordSlash_HDRP;
 | |
|                 }
 | |
|             }
 | |
|             /*----------------------------------------------------------------------------------------------------*/
 | |
|             if (Shader.Find("Shader Graphs/HDRP_ShockWave") != null)
 | |
|             {
 | |
|                 if (material.shader == ShockWave || material.shader == ShockWave_URP)
 | |
|                 {
 | |
|                     if (material.GetTexture("_MainTexture") != null || material.GetTexture("_Noise") != null
 | |
|                         || material.GetTexture("_Flow") != null || material.GetTexture("_Mask") != null)
 | |
|                     {
 | |
|                         Vector2 MainScale = material.GetTextureScale("_MainTexture");
 | |
|                         Vector2 MainOffset = material.GetTextureOffset("_MainTexture");
 | |
|                         Vector2 NoiseScale = material.GetTextureScale("_Noise");
 | |
|                         Vector2 NoiseOffset = material.GetTextureOffset("_Noise");
 | |
|                         Vector2 FlowScale = material.GetTextureScale("_Flow");
 | |
|                         Vector2 FlowOffset = material.GetTextureOffset("_Flow");
 | |
|                         Vector2 MaskScale = material.GetTextureScale("_Mask");
 | |
|                         Vector2 MaskOffset = material.GetTextureOffset("_Mask");
 | |
|                         material.SetFloat("_StencilRef", 0);
 | |
|                         material.SetFloat("_AlphaDstBlend", 1);
 | |
|                         material.SetFloat("_DstBlend", 1);
 | |
|                         material.SetFloat("_ZWrite", 0);
 | |
|                         material.SetFloat("_SrcBlend", 1);
 | |
|                         material.EnableKeyword("_BLENDMODE_ADD _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT");
 | |
|                         material.SetShaderPassEnabled("TransparentBackface", false);
 | |
|                         material.SetOverrideTag("RenderType", "Transparent");
 | |
|                         material.SetFloat("_CullModeForward", 0);
 | |
|                         material.shader = ShockWave_HDRP;
 | |
|                         if (material.HasProperty("_MainTexTiling"))
 | |
|                             material.SetVector("_MainTexTiling", new Vector4(MainScale[0], MainScale[1], MainOffset[0], MainOffset[1]));
 | |
|                         if (material.HasProperty("_NoiseTiling"))
 | |
|                             material.SetVector("_NoiseTiling", new Vector4(NoiseScale[0], NoiseScale[1], NoiseOffset[0], NoiseOffset[1]));
 | |
|                         if (material.HasProperty("_FlowTiling"))
 | |
|                             material.SetVector("_FlowTiling", new Vector4(FlowScale[0], FlowScale[1], FlowOffset[0], FlowOffset[1]));
 | |
|                         if (material.HasProperty("_MaskTiling"))
 | |
|                             material.SetVector("_MaskTiling", new Vector4(MaskScale[0], MaskScale[1], MaskOffset[0], MaskOffset[1]));
 | |
|                     }
 | |
|                     else
 | |
|                         material.shader = ShockWave_HDRP;
 | |
|                 }
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| }
 | |
| #endif |