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Original file line number Diff line number Diff line change
@@ -1,9 +1,4 @@
using UnityEngine;
using System;
using UnityEngine.Networking;
using System.Runtime.CompilerServices;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using Unity.VisualScripting;
using System.Collections.Generic;

Expand Down Expand Up @@ -89,22 +84,34 @@ void ChangeShader(Material mat, string shaderName)
/// <param name="targetObject"></param>
public static void ChangeMtoon10ShaderToUnlitOfGameobject(GameObject targetObject)
{
SkinnedMeshRenderer[] skinedMeshrenderers = targetObject.GetComponentsInChildren<SkinnedMeshRenderer>();
foreach (SkinnedMeshRenderer renderer in skinedMeshrenderers) foreach (Material mat in renderer.materials) ChangeMToon10ShaderToUnlit(mat);

MeshRenderer[] meshrenderers = targetObject.GetComponentsInChildren<MeshRenderer>();
foreach (MeshRenderer renderer in meshrenderers) foreach (Material mat in renderer.materials) ChangeMToon10ShaderToUnlit(mat);
ChangeToUnlitMaterialsRecursive(targetObject.transform);
static void ChangeToUnlitMaterialsRecursive(Transform target)
{
if (target.TryGetComponent<Renderer>(out var renderer))
{
var materialsCopy = renderer.materials;
for (int i = 0; i < materialsCopy.Length; i++)
{
materialsCopy[i] = GetUnlitMaterialMadeByMToon10Shader(materialsCopy[i]);
}
renderer.materials = materialsCopy;
}
foreach (Transform child in target)
{
ChangeToUnlitMaterialsRecursive(child);
}
}
}

/// <summary>
/// Change URP/MToon10 shader to URP/Unlit shader.
/// </summary>
/// <param name="mat_original"></param>
static void ChangeMToon10ShaderToUnlit(Material mat_original)
static Material GetUnlitMaterialMadeByMToon10Shader(Material mat_original)
{
if (mat_original.shader.name != "VRM10/Universal Render Pipeline/MToon10")
{
return; // Exit if the shader is not MToon10
return mat_original; // Exit if the shader is not MToon10
}

// Create a temporary copy of the material to extract properties
Expand All @@ -113,8 +120,26 @@ static void ChangeMToon10ShaderToUnlit(Material mat_original)
// Create a new material with the Unlit shader
Material newMat = new(Shader.Find("Universal Render Pipeline/Unlit"));

// Change the shader
newMat.shader = Shader.Find("Universal Render Pipeline/Unlit");
// Handle Surface Type (Opaque/Transparent)
bool isTransparent = tempMat.GetFloat("_AlphaMode") > 0 || tempMat.GetFloat("_TransparentWithZWrite") > 0;

if (isTransparent)
{
// Set surface type to Transparent and enable Alpha Clipping
newMat.SetFloat("_Surface", 1.0f); // Set to Transparent
newMat.SetFloat("_AlphaClip", 1.0f); // Enable Alpha Clipping

// Set blend modes for transparent materials
newMat.SetFloat("_SrcBlend", (float)UnityEngine.Rendering.BlendMode.SrcAlpha);
newMat.SetFloat("_DstBlend", (float)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
newMat.SetFloat("_ZWrite", 0.0f); // Typically, ZWrite is off for transparent materials
}
else
{
// Set surface type to Opaque and disable Alpha Clipping
newMat.SetFloat("_Surface", 0.0f); // Set to Opaque
newMat.SetFloat("_AlphaClip", 0.0f); // Disable Alpha Clipping
}

// Transfer texture and color properties
if (tempMat.HasProperty("_MainTex") && newMat.HasProperty("_BaseMap"))
Expand All @@ -132,34 +157,15 @@ static void ChangeMToon10ShaderToUnlit(Material mat_original)
newMat.SetFloat("_Cutoff", tempMat.GetFloat("_Cutoff"));
}

// Handle Surface Type (Opaque/Transparent)
bool isTransparent = tempMat.GetFloat("_AlphaMode") > 0 || tempMat.GetFloat("_TransparentWithZWrite") > 0;
if (isTransparent)
{
newMat.SetFloat("_Surface", 1.0f); // Set to Transparent
newMat.SetFloat("_AlphaClip", 1.0f); // Enable Alpha Clipping
}
else
{
newMat.SetFloat("_Surface", 0.0f); // Set to Opaque
newMat.SetFloat("_AlphaClip", 0.0f); // Disable Alpha Clipping
}

// Set blend modes for transparent materials
if (isTransparent)
{
newMat.SetFloat("_SrcBlend", (float)UnityEngine.Rendering.BlendMode.SrcAlpha);
newMat.SetFloat("_DstBlend", (float)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
newMat.SetFloat("_ZWrite", 0.0f); // Typically, ZWrite is off for transparent materials
}

// Dispose of the temporary material
UnityEngine.Object.DestroyImmediate(tempMat);
DestroyImmediate(tempMat);

// Additional blend mode settings can be adjusted here if needed

// Apply the new material
mat_original = newMat;
// Set shader again (I don't know why this is necessary, but it doesn't work without it)
newMat.shader = Shader.Find("Universal Render Pipeline/Unlit");

return newMat;
}


Expand Down