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using UnityEngine;
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namespace QSB.PlayerBodySetup.Remote;
public static class ShaderReplacer
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{
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/// <summary>
/// the materials on the prefabs have the exact same name as the ones in game.
/// if we just use Shader.Find, we can get the in-game ones instead of the prefab ones,
/// and replace the prefab ones with the in-game ones.
/// i am amazed that this works, and i hope it isn't super brittle.
/// </summary>
public static void ReplaceShaders(GameObject prefab)
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{
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foreach (var renderer in prefab.GetComponentsInChildren<Renderer>(true))
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{
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foreach (var material in renderer.sharedMaterials)
{
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if (material == null)
{
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continue;
}
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var replacementShader = Shader.Find(material.shader.name);
if (replacementShader == null)
{
continue;
}
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// preserve override tag and render queue (for Standard shader)
// keywords and properties are already preserved
if (material.renderQueue != material.shader.renderQueue)
{
var renderType = material.GetTag("RenderType", false);
var renderQueue = material.renderQueue;
material.shader = replacementShader;
material.SetOverrideTag("RenderType", renderType);
material.renderQueue = renderQueue;
}
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else
{
material.shader = replacementShader;
}
}
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}
}
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}