Project_WL/AgentScripts/WL816e_Mat.cs

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public static class WL816e_Mat {
public static void Run(){
var sb=new System.Text.StringBuilder();
string[] p={"Stone","SandStone","Trunk","Leaves","Wall","Roof","Metal","Window","Water"};
for(int i=0;i<p.Length;i++){
var m=UnityEditor.AssetDatabase.LoadAssetAtPath<UnityEngine.Material>("Assets/3DPixelArtEnvironment/Materials/"+p[i]+".mat");
if(m==null){sb.AppendLine(p[i]+" none");continue;}
sb.Append(p[i]+" shader="+m.shader.name);
string[] k={"_DiffuseColor","_ShadowDiffuseColor","_Shades","_Brightness","_MinimumDarkness","_AmbientStrength","_ShallowColor","_DeepColor"};
for(int j=0;j<k.Length;j++){ if(!m.HasProperty(k[j]))continue;
if(k[j].Contains("Color"))sb.Append(" "+k[j]+"="+m.GetColor(k[j]).ToString("F4"));
else sb.Append(" "+k[j]+"="+m.GetFloat(k[j]).ToString("F3")); }
sb.AppendLine();
}
UnityEngine.Debug.Log(sb.ToString());
}
}