9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
56 lines
1.7 KiB
C#
56 lines
1.7 KiB
C#
using Unity.Rendering.Universal;
|
|
using UnityEditor.ShaderGraph;
|
|
using UnityEngine;
|
|
|
|
namespace UnityEditor.Rendering.Universal
|
|
{
|
|
class UniversalShaderGraphSaveContext
|
|
{
|
|
public bool updateMaterials;
|
|
}
|
|
|
|
[InitializeOnLoad]
|
|
class ShaderGraphMaterialsUpdater
|
|
{
|
|
static ShaderGraphMaterialsUpdater()
|
|
{
|
|
GraphData.onSaveGraph += OnShaderGraphSaved;
|
|
}
|
|
|
|
static void OnShaderGraphSaved(Shader shader, object saveContext)
|
|
{
|
|
// In case the shader is not Universal
|
|
if (!(saveContext is UniversalShaderGraphSaveContext universalSaveContext))
|
|
return;
|
|
|
|
if (!universalSaveContext.updateMaterials)
|
|
return;
|
|
|
|
// Iterate over all loaded Materials
|
|
Material[] materials = Resources.FindObjectsOfTypeAll<Material>();
|
|
try
|
|
{
|
|
for (int i = 0, length = materials.Length; i < length; i++)
|
|
{
|
|
// Only update progress bar every 10 materials
|
|
if (i % 10 == 9)
|
|
{
|
|
EditorUtility.DisplayProgressBar(
|
|
"Checking material dependencies...",
|
|
$"{i} / {length} materials.",
|
|
i / (float)(length - 1));
|
|
}
|
|
|
|
// Reset keywords
|
|
if (materials[i].shader.name == shader.name)
|
|
ShaderUtils.UpdateMaterial(materials[i], ShaderUtils.MaterialUpdateType.ModifiedShader);
|
|
}
|
|
}
|
|
finally
|
|
{
|
|
EditorUtility.ClearProgressBar();
|
|
}
|
|
}
|
|
}
|
|
}
|