// Copyright (C) 2023 Nicholas Maltbie // // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and // associated documentation files (the "Software"), to deal in the Software without restriction, // including without limitation the rights to use, copy, modify, merge, publish, distribute, // sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all copies or // substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING // BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY // CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, // ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. using UnityEngine; using UnityEngine.Rendering; namespace nickmaltbie.OpenKCC.Utils { /// /// Collection of utility functions for setting material properties. /// public static class MaterialUtils { /// /// Recursively set the ShadowCastingMode for each /// Renderer component in the object and its children. /// /// Base game object to start operation from. /// Shadow casting mode to set for Renderer component. public static void RecursiveSetShadowCastingMode(GameObject original, ShadowCastingMode shadowCastingMode) { foreach (Renderer renderer in original.GetComponentsInChildren()) { renderer.shadowCastingMode = shadowCastingMode; } } /// /// Recursively set a float property for each Renderer components' /// materials for a given object and its children. /// /// Base game object to start operation from. /// Name of property to modify. /// Value to set for float property. /// Should the shared materials be modified. public static void RecursiveSetFloatProperty(GameObject original, string property, float value, bool sharedMaterial = false) { foreach (Renderer renderer in original.GetComponentsInChildren()) { foreach (Material mat in sharedMaterial ? renderer.sharedMaterials : renderer.materials) { mat.SetFloat(property, value); } } } /// /// Recursively set a Color property for each /// Renderer components' materials for a given object and its children. /// /// Base game object to start operation from. /// Name of property to modify. /// Value to set for color property. /// Should the shared materials be modified. public static void RecursiveSetColorProperty(GameObject original, string property, Color value, bool sharedMaterial = false) { foreach (Renderer renderer in original.GetComponentsInChildren()) { foreach (Material mat in sharedMaterial ? renderer.sharedMaterials : renderer.materials) { mat.SetColor(property, value); } } } } }