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:" + source.shader.GetPropertyType(i));
switch (source.shader.GetPropertyType(i))
{
case UnityEngine.Rendering.ShaderPropertyType.Color:
destination.SetColor(property_ID, source.GetColor(property_ID));
break;
case UnityEngine.Rendering.ShaderPropertyType.Float:
destination.SetFloat(property_ID, source.GetFloat(property_ID));
break;
case UnityEngine.Rendering.ShaderPropertyType.Range:
destination.SetFloat(property_ID, source.GetFloat(property_ID));
break;
case UnityEngine.Rendering.ShaderPropertyType.Texture:
destination.SetTexture(property_ID, source.GetTexture(property_ID));
break;
case UnityEngine.Rendering.ShaderPropertyType.Vector:
destination.SetVector(property_ID, source.GetVector(property_ID));
break;
}
}
}
}
}
}