Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Editor /AssetPostProcessors /ShaderGraphMaterialsUpdater.cs
| using Unity.Rendering.Universal; | |
| using UnityEditor.ShaderGraph; | |
| using UnityEngine; | |
| namespace UnityEditor.Rendering.Universal | |
| { | |
| class UniversalShaderGraphSaveContext | |
| { | |
| public bool updateMaterials; | |
| } | |
| [] | |
| 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(); | |
| } | |
| } | |
| } | |
| } | |