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ShaderReplacer.cs
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using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.Linq;
public class ShaderReplacer : EditorWindow
{
private Shader sourceShader;
private Shader targetShader;
private List<Shader> allShaders;
[MenuItem("Tools/Italiandogs/Replace Shaders")]
public static void ShowWindow()
{
GetWindow<ShaderReplacer>("Replace Shaders");
}
void OnEnable()
{
allShaders = Resources.FindObjectsOfTypeAll<Shader>().ToList();
}
void OnGUI()
{
GUILayout.Label("Select shaders to replace", EditorStyles.boldLabel);
// Dropdown for source shader
int sourceIndex = allShaders.IndexOf(sourceShader);
sourceIndex = EditorGUILayout.Popup("Source Shader", sourceIndex, allShaders.Select(shader => shader.name).ToArray());
sourceShader = allShaders.ElementAtOrDefault(sourceIndex);
// Dropdown for target shader
int targetIndex = allShaders.IndexOf(targetShader);
targetIndex = EditorGUILayout.Popup("Target Shader", targetIndex, allShaders.Select(shader => shader.name).ToArray());
targetShader = allShaders.ElementAtOrDefault(targetIndex);
if (GUILayout.Button("Replace Shaders"))
{
ReplaceShaders();
}
}
private void ReplaceShaders()
{
if (sourceShader == null || targetShader == null)
{
Debug.LogError("Please select both source and target shaders.");
return;
}
var materials = Resources.FindObjectsOfTypeAll<Material>();
foreach (var mat in materials)
{
if (mat.shader == sourceShader)
{
mat.shader = targetShader;
Debug.Log($"Shader for material '{mat.name}' replaced with '{targetShader.name}'");
}
}
}
}