miepzerino
2025-03-30 d2ab30e7a69bfe7efda63ae75812207377917bd3
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using UnityEngine;
using UnityEngine.Rendering;
 
namespace Flexalon.Samples
{
    // Automatically selects the right material based on render pipeline and provides helpers for setting the color.
    [ExecuteAlways, AddComponentMenu("Flexalon Samples/Flexalon Dynamic Material")]
    public class FlexalonDynamicMaterial : MonoBehaviour
    {
        public Material Standard;
        public Material URP;
        public Material HDRP;
 
        [SerializeField]
        private Color _color = Color.white;
        public Color Color => _color;
 
        private MeshRenderer _meshRenderer;
 
        void OnEnable()
        {
            UpdateMeshRenderer();
            if (_meshRenderer)
            {
#if UNITY_6000_0_OR_NEWER
                var renderPipeline = GraphicsSettings.defaultRenderPipeline;
#else
                var renderPipeline = GraphicsSettings.renderPipelineAsset;
#endif
                if (renderPipeline?.GetType().Name.Contains("HDRenderPipelineAsset") ?? false)
                {
                    _meshRenderer.sharedMaterial = HDRP;
                }
                else if (renderPipeline?.GetType().Name.Contains("UniversalRenderPipelineAsset") ?? false)
                {
                    _meshRenderer.sharedMaterial = URP;
                }
                else
                {
                    _meshRenderer.sharedMaterial = Standard;
                }
 
                SetColor(_color);
            }
        }
 
        private string GetColorPropertyName()
        {
            if (_meshRenderer.sharedMaterial.HasProperty("_BaseColor")) // HRDP.Lit / URP.Lit
            {
                return "_BaseColor";
            }
            else if (_meshRenderer.sharedMaterial.HasProperty("_Color")) // Standard
            {
                return "_Color";
            }
 
            return null;
        }
 
        public void SetColor(Color color)
        {
            _color = color;
            UpdateMeshRenderer();
            if (_meshRenderer)
            {
                var propertyBlock = new MaterialPropertyBlock();
                propertyBlock.SetColor(GetColorPropertyName(), color);
                _meshRenderer.SetPropertyBlock(propertyBlock);
            }
        }
 
        private void UpdateMeshRenderer()
        {
            if (_meshRenderer == null)
            {
                _meshRenderer = GetComponent<MeshRenderer>();
            }
        }
    }
}