From c55fba8ab2a1c9d3df65eda4a5a1e957f4aa1f78 Mon Sep 17 00:00:00 2001 From: Andrew Lee Date: Sun, 19 Apr 2020 17:19:32 -0400 Subject: Inital commit --- .../Scripts/Editor/TMPro_EditorShaderUtilities.cs | 53 ++++++++++++++++++++++ 1 file changed, 53 insertions(+) create mode 100644 Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMPro_EditorShaderUtilities.cs (limited to 'Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMPro_EditorShaderUtilities.cs') diff --git a/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMPro_EditorShaderUtilities.cs b/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMPro_EditorShaderUtilities.cs new file mode 100644 index 0000000..1633a68 --- /dev/null +++ b/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMPro_EditorShaderUtilities.cs @@ -0,0 +1,53 @@ +using UnityEngine; +using UnityEditor; +using System.Linq; +using System.Collections; + + +namespace TMPro.EditorUtilities +{ + + public static class EditorShaderUtilities + { + + /// + /// Copy Shader properties from source to destination material. + /// + /// + /// + public static void CopyMaterialProperties(Material source, Material destination) + { + MaterialProperty[] source_prop = MaterialEditor.GetMaterialProperties(new Material[] { source }); + + for (int i = 0; i < source_prop.Length; i++) + { + int property_ID = Shader.PropertyToID(source_prop[i].name); + if (destination.HasProperty(property_ID)) + { + //Debug.Log(source_prop[i].name + " Type:" + ShaderUtil.GetPropertyType(source.shader, i)); + switch (ShaderUtil.GetPropertyType(source.shader, i)) + { + case ShaderUtil.ShaderPropertyType.Color: + destination.SetColor(property_ID, source.GetColor(property_ID)); + break; + case ShaderUtil.ShaderPropertyType.Float: + destination.SetFloat(property_ID, source.GetFloat(property_ID)); + break; + case ShaderUtil.ShaderPropertyType.Range: + destination.SetFloat(property_ID, source.GetFloat(property_ID)); + break; + case ShaderUtil.ShaderPropertyType.TexEnv: + destination.SetTexture(property_ID, source.GetTexture(property_ID)); + break; + case ShaderUtil.ShaderPropertyType.Vector: + destination.SetVector(property_ID, source.GetVector(property_ID)); + break; + } + } + } + + } + + } + +} \ No newline at end of file -- cgit v1.2.3