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using UnityEngine;
using UnityEditor;
using System.Linq;
using System.Collections;
namespace TMPro.EditorUtilities
{
public static class EditorShaderUtilities
{
/// <summary>
/// Copy Shader properties from source to destination material.
/// </summary>
/// <param name="source"></param>
/// <returns></returns>
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;
}
}
}
}
}
}