using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; using UnityEngine; using UnityEditor.Graphing; using UnityEditor.Graphing.Util; using UnityEngine.Assertions; using UnityEngine.Rendering; using Debug = UnityEngine.Debug; using Object = UnityEngine.Object; namespace UnityEditor.ShaderGraph.Drawing { delegate void OnPrimaryMasterChanged(); class PreviewManager : IDisposable { GraphData m_Graph; MessageManager m_Messenger; List m_RenderDatas = new List(); PreviewRenderData m_MasterRenderData; List m_Identifiers = new List(); HashSet m_NodesToUpdate = new HashSet(); HashSet m_NodesToDraw = new HashSet(); HashSet m_TimedNodes = new HashSet(); bool m_RefreshTimedNodes; PreviewSceneResources m_SceneResources; Texture2D m_ErrorTexture; Vector2? m_NewMasterPreviewSize; public PreviewRenderData masterRenderData { get { return m_MasterRenderData; } } public PreviewManager(GraphData graph, MessageManager messenger) { m_Graph = graph; m_Messenger = messenger; m_ErrorTexture = GenerateFourSquare(Color.magenta, Color.black); m_SceneResources = new PreviewSceneResources(); foreach (var node in m_Graph.GetNodes()) AddPreview(node); } public OnPrimaryMasterChanged onPrimaryMasterChanged; static Texture2D GenerateFourSquare(Color c1, Color c2) { var tex = new Texture2D(2, 2); tex.SetPixel(0, 0, c1); tex.SetPixel(0, 1, c2); tex.SetPixel(1, 0, c2); tex.SetPixel(1, 1, c1); tex.filterMode = FilterMode.Point; tex.Apply(); return tex; } public void ResizeMasterPreview(Vector2 newSize) { m_NewMasterPreviewSize = newSize; } public PreviewRenderData GetPreview(AbstractMaterialNode node) { return m_RenderDatas[node.tempId.index]; } void AddPreview(AbstractMaterialNode node) { var isMaster = false; if (node is IMasterNode || node is SubGraphOutputNode) { if (masterRenderData != null || (node is IMasterNode && node.guid != node.owner.activeOutputNodeGuid)) { return; } isMaster = true; } var renderData = new PreviewRenderData { renderTexture = new RenderTexture(200, 200, 16, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default) { hideFlags = HideFlags.HideAndDontSave } }; if (isMaster) { m_MasterRenderData = renderData; renderData.renderTexture.width = renderData.renderTexture.height = 400; } renderData.renderTexture.Create(); var shaderData = new PreviewShaderData { node = node, isCompiling = false, hasError = false, shader = ShaderUtil.CreateShaderAsset(k_EmptyShader, false) }; shaderData.shader.hideFlags = HideFlags.HideAndDontSave; shaderData.mat = new Material(shaderData.shader) {hideFlags = HideFlags.HideAndDontSave}; renderData.shaderData = shaderData; Set(m_Identifiers, node.tempId, node.tempId); Set(m_RenderDatas, node.tempId, renderData); node.RegisterCallback(OnNodeModified); if (node.RequiresTime()) { m_RefreshTimedNodes = true; } if (m_MasterRenderData == renderData && onPrimaryMasterChanged != null) { onPrimaryMasterChanged(); } m_NodesToUpdate.Add(node); } void OnNodeModified(AbstractMaterialNode node, ModificationScope scope) { if (scope == ModificationScope.Topological || scope == ModificationScope.Graph) { m_NodesToUpdate.Add(node); m_RefreshTimedNodes = true; } else if (scope == ModificationScope.Node) { m_NodesToDraw.Add(node); } } Stack m_NodeWave = new Stack(); List m_Edges = new List(); List m_Slots = new List(); List m_NextLevelNodes = new List(); enum PropagationDirection { Upstream, Downstream } void PropagateNodeList(T nodes, PropagationDirection dir) where T : ICollection { m_NodeWave.Clear(); foreach (var node in nodes) m_NodeWave.Push(node); while (m_NodeWave.Count > 0) { var node = m_NodeWave.Pop(); if (node == null) continue; m_NextLevelNodes.Clear(); GetConnectedNodes(node, dir, m_NextLevelNodes); foreach (var nextNode in m_NextLevelNodes) { nodes.Add(nextNode); m_NodeWave.Push(nextNode); } } } void GetConnectedNodes(AbstractMaterialNode node, PropagationDirection dir, T connections) where T : ICollection { // Loop through all nodes that the node feeds into. m_Slots.Clear(); if (dir == PropagationDirection.Downstream) node.GetOutputSlots(m_Slots); else node.GetInputSlots(m_Slots); foreach (var slot in m_Slots) { m_Edges.Clear(); m_Graph.GetEdges(slot.slotReference, m_Edges); foreach (var edge in m_Edges) { // We look at each node we feed into. var connectedSlot = (dir == PropagationDirection.Downstream) ? edge.inputSlot : edge.outputSlot; var connectedNodeGuid = connectedSlot.nodeGuid; var connectedNode = m_Graph.GetNodeFromGuid(connectedNodeGuid); // If the input node is already in the set, we don't need to process it. if (connections.Contains(connectedNode)) continue; // Add the node to the set, and to the wavefront such that we can process the nodes that it feeds into. connections.Add(connectedNode); } } } public bool HandleGraphChanges() { if (m_Graph.didActiveOutputNodeChange) { DestroyPreview(masterRenderData.shaderData.node.tempId); } foreach (var node in m_Graph.removedNodes) { DestroyPreview(node.tempId); m_NodesToUpdate.Remove(node); m_NodesToDraw.Remove(node); m_RefreshTimedNodes = true; } m_Messenger.ClearNodesFromProvider(this, m_Graph.removedNodes); foreach (var node in m_Graph.addedNodes) { AddPreview(node); m_RefreshTimedNodes = true; } foreach (var edge in m_Graph.removedEdges) { var node = m_Graph.GetNodeFromGuid(edge.inputSlot.nodeGuid); if (node != null) { m_NodesToUpdate.Add(node); m_RefreshTimedNodes = true; } } foreach (var edge in m_Graph.addedEdges) { var node = m_Graph.GetNodeFromGuid(edge.inputSlot.nodeGuid); if(node != null) { m_NodesToUpdate.Add(node); m_RefreshTimedNodes = true; } } return m_NodesToUpdate.Count > 0; } List m_PreviewProperties = new List(); List m_PropertyNodes = new List(); void CollectShaderProperties(AbstractMaterialNode node, PreviewRenderData renderData) { m_PreviewProperties.Clear(); m_PropertyNodes.Clear(); m_PropertyNodes.Add(node); PropagateNodeList(m_PropertyNodes, PropagationDirection.Upstream); foreach (var propNode in m_PropertyNodes) { propNode.CollectPreviewMaterialProperties(m_PreviewProperties); } foreach (var prop in m_Graph.properties) m_PreviewProperties.Add(prop.GetPreviewMaterialProperty()); foreach (var previewProperty in m_PreviewProperties) renderData.shaderData.mat.SetPreviewProperty(previewProperty); } List m_RenderList2D = new List(); List m_RenderList3D = new List(); public void RenderPreviews() { UpdateShaders(); UpdateTimedNodeList(); PropagateNodeList(m_NodesToDraw, PropagationDirection.Downstream); m_NodesToDraw.UnionWith(m_TimedNodes); foreach (var node in m_NodesToDraw) { if(node == null || !node.hasPreview || !node.previewExpanded) continue; var renderData = GetRenderData(node.tempId); CollectShaderProperties(node, renderData); if (renderData.shaderData.shader == null) { renderData.texture = null; renderData.NotifyPreviewChanged(); continue; } if (renderData.shaderData.hasError) { renderData.texture = m_ErrorTexture; renderData.NotifyPreviewChanged(); continue; } if (renderData.previewMode == PreviewMode.Preview2D) m_RenderList2D.Add(renderData); else m_RenderList3D.Add(renderData); } var time = Time.realtimeSinceStartup; EditorUtility.SetCameraAnimateMaterialsTime(m_SceneResources.camera, time); m_SceneResources.light0.enabled = true; m_SceneResources.light0.intensity = 1.0f; m_SceneResources.light0.transform.rotation = Quaternion.Euler(50f, 50f, 0); m_SceneResources.light1.enabled = true; m_SceneResources.light1.intensity = 1.0f; m_SceneResources.camera.clearFlags = CameraClearFlags.Color; // Render 2D previews m_SceneResources.camera.transform.position = -Vector3.forward * 2; m_SceneResources.camera.transform.rotation = Quaternion.identity; m_SceneResources.camera.orthographicSize = 0.5f; m_SceneResources.camera.orthographic = true; foreach (var renderData in m_RenderList2D) RenderPreview(renderData, m_SceneResources.quad, Matrix4x4.identity); // Render 3D previews m_SceneResources.camera.transform.position = -Vector3.forward * 5; m_SceneResources.camera.transform.rotation = Quaternion.identity; m_SceneResources.camera.orthographic = false; foreach (var renderData in m_RenderList3D) RenderPreview(renderData, m_SceneResources.sphere, Matrix4x4.identity); var renderMasterPreview = masterRenderData != null && m_NodesToDraw.Contains(masterRenderData.shaderData.node); if (renderMasterPreview) { CollectShaderProperties(masterRenderData.shaderData.node, masterRenderData); if (m_NewMasterPreviewSize.HasValue) { if (masterRenderData.renderTexture != null) Object.DestroyImmediate(masterRenderData.renderTexture, true); masterRenderData.renderTexture = new RenderTexture((int)m_NewMasterPreviewSize.Value.x, (int)m_NewMasterPreviewSize.Value.y, 16, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default) { hideFlags = HideFlags.HideAndDontSave }; masterRenderData.renderTexture.Create(); masterRenderData.texture = masterRenderData.renderTexture; m_NewMasterPreviewSize = null; } var mesh = m_Graph.previewData.serializedMesh.mesh ? m_Graph.previewData.serializedMesh.mesh : m_SceneResources.sphere; var previewTransform = Matrix4x4.Rotate(m_Graph.previewData.rotation); var scale = m_Graph.previewData.scale; previewTransform *= Matrix4x4.Scale(scale * Vector3.one * (Vector3.one).magnitude / mesh.bounds.size.magnitude); previewTransform *= Matrix4x4.Translate(-mesh.bounds.center); RenderPreview(masterRenderData, mesh, previewTransform); } m_SceneResources.light0.enabled = false; m_SceneResources.light1.enabled = false; foreach (var renderData in m_RenderList2D) renderData.NotifyPreviewChanged(); foreach (var renderData in m_RenderList3D) renderData.NotifyPreviewChanged(); if (renderMasterPreview) masterRenderData.NotifyPreviewChanged(); m_RenderList2D.Clear(); m_RenderList3D.Clear(); m_NodesToDraw.Clear(); } public void ForceShaderUpdate() { foreach (var data in m_RenderDatas) { if (data != null) { m_NodesToUpdate.Add(data.shaderData.node); } } } void UpdateShaders() { // Check for shaders that finished compiling and set them to redraw foreach (var renderData in m_RenderDatas) { if (renderData != null && renderData.shaderData.isCompiling) { var isCompiled = true; for (var i = 0; i < renderData.shaderData.mat.passCount; i++) { if (!ShaderUtil.IsPassCompiled(renderData.shaderData.mat, i)) { isCompiled = false; break; } } if (!isCompiled) { continue; } renderData.shaderData.isCompiling = false; CheckForErrors(renderData.shaderData); m_NodesToDraw.Add(renderData.shaderData.node); var masterNode = renderData.shaderData.node as IMasterNode; masterNode?.ProcessPreviewMaterial(renderData.shaderData.mat); } } if (m_NodesToUpdate.Count == 0) return; PropagateNodeList(m_NodesToUpdate, PropagationDirection.Downstream); // Reset error states for the UI, the shader, and all render data for nodes we're updating m_Messenger.ClearNodesFromProvider(this, m_NodesToUpdate); var wasAsyncAllowed = ShaderUtil.allowAsyncCompilation; ShaderUtil.allowAsyncCompilation = true; foreach (var node in m_NodesToUpdate) { if (node is IMasterNode && node == masterRenderData.shaderData.node) { UpdateMasterNodeShader(); continue; } if (!node.hasPreview && !(node is SubGraphOutputNode)) continue; var results = m_Graph.GetPreviewShader(node); var renderData = GetRenderData(node.tempId); if (renderData == null) { continue; } ShaderUtil.ClearCachedData(renderData.shaderData.shader); BeginCompile(renderData, results.shader); //get the preview mode from generated results renderData.previewMode = results.previewMode; } ShaderUtil.allowAsyncCompilation = wasAsyncAllowed; m_NodesToUpdate.Clear(); } void BeginCompile(PreviewRenderData renderData, string shaderStr) { var shaderData = renderData.shaderData; ShaderUtil.ClearCachedData(shaderData.shader); ShaderUtil.UpdateShaderAsset(shaderData.shader, shaderStr, false); for (var i = 0; i < shaderData.mat.passCount; i++) { ShaderUtil.CompilePass(shaderData.mat, i); } shaderData.isCompiling = true; renderData.NotifyPreviewChanged(); } void UpdateTimedNodeList() { if (!m_RefreshTimedNodes) return; m_TimedNodes.Clear(); foreach (var timeNode in m_Graph.GetNodes().Where(node => node.RequiresTime())) { m_TimedNodes.Add(timeNode); } PropagateNodeList(m_TimedNodes, PropagationDirection.Downstream); m_RefreshTimedNodes = false; } void RenderPreview(PreviewRenderData renderData, Mesh mesh, Matrix4x4 transform) { var node = renderData.shaderData.node; Assert.IsTrue((node != null && node.hasPreview && node.previewExpanded) || node == masterRenderData?.shaderData?.node); if (renderData.shaderData.hasError) { renderData.texture = m_ErrorTexture; return; } var previousRenderTexture = RenderTexture.active; //Temp workaround for alpha previews... var temp = RenderTexture.GetTemporary(renderData.renderTexture.descriptor); RenderTexture.active = temp; Graphics.Blit(Texture2D.whiteTexture, temp, m_SceneResources.checkerboardMaterial); m_SceneResources.camera.targetTexture = temp; Graphics.DrawMesh(mesh, transform, renderData.shaderData.mat, 1, m_SceneResources.camera, 0, null, ShadowCastingMode.Off, false, null, false); var previousUseSRP = Unsupported.useScriptableRenderPipeline; Unsupported.useScriptableRenderPipeline = renderData.shaderData.node is IMasterNode; m_SceneResources.camera.Render(); Unsupported.useScriptableRenderPipeline = previousUseSRP; Graphics.Blit(temp, renderData.renderTexture, m_SceneResources.blitNoAlphaMaterial); RenderTexture.ReleaseTemporary(temp); RenderTexture.active = previousRenderTexture; renderData.texture = renderData.renderTexture; } void CheckForErrors(PreviewShaderData shaderData) { shaderData.hasError = ShaderUtil.ShaderHasError(shaderData.shader); if (shaderData.hasError) { var messages = ShaderUtil.GetShaderMessages(shaderData.shader); if (messages.Length > 0) { m_Messenger.AddOrAppendError(this, shaderData.node.tempId, messages[0]); } } } void UpdateMasterNodeShader() { var shaderData = masterRenderData?.shaderData; var masterNode = shaderData?.node as IMasterNode; if (masterNode == null) return; List configuredTextures; shaderData.shaderString = masterNode.GetShader(GenerationMode.Preview, shaderData.node.name, out configuredTextures); if (string.IsNullOrEmpty(shaderData.shaderString)) { if (shaderData.shader != null) { ShaderUtil.ClearShaderMessages(shaderData.shader); Object.DestroyImmediate(shaderData.shader, true); shaderData.shader = null; } return; } if (shaderData.shader == null) { shaderData.shader = ShaderUtil.CreateShaderAsset(shaderData.shaderString, false); shaderData.shader.hideFlags = HideFlags.HideAndDontSave; } else { ShaderUtil.ClearCachedData(shaderData.shader); } BeginCompile(masterRenderData, shaderData.shaderString); } void DestroyRenderData(PreviewRenderData renderData) { if (renderData.shaderData != null && renderData.shaderData.shader != null) Object.DestroyImmediate(renderData.shaderData.shader, true); if (renderData.renderTexture != null) Object.DestroyImmediate(renderData.renderTexture, true); if (renderData.shaderData != null && renderData.shaderData.node != null) renderData.shaderData.node.UnregisterCallback(OnNodeModified); } void DestroyPreview(Identifier nodeId) { var renderData = Get(m_RenderDatas, nodeId); if (renderData == null) { return; } DestroyRenderData(renderData); Set(m_RenderDatas, nodeId, null); Set(m_Identifiers, nodeId, default(Identifier)); // Check if we're destroying the shader data used by the master preview if (masterRenderData == renderData) { m_MasterRenderData = null; if (!m_Graph.isSubGraph && renderData.shaderData.node.guid != m_Graph.activeOutputNodeGuid) { AddPreview(m_Graph.outputNode); } if (onPrimaryMasterChanged != null) onPrimaryMasterChanged(); } } void ReleaseUnmanagedResources() { if (m_ErrorTexture != null) { Object.DestroyImmediate(m_ErrorTexture); m_ErrorTexture = null; } if (m_SceneResources != null) { m_SceneResources.Dispose(); m_SceneResources = null; } foreach (var renderData in m_RenderDatas.Where(x => x != null)) DestroyRenderData(renderData); m_RenderDatas.Clear(); } public void Dispose() { ReleaseUnmanagedResources(); GC.SuppressFinalize(this); } ~PreviewManager() { throw new Exception("PreviewManager was not disposed of properly."); } const string k_EmptyShader = @" Shader ""hidden/preview"" { SubShader { Tags { ""RenderType""=""Opaque"" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include ""UnityCG.cginc"" struct appdata { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { return 0; } ENDCG } } }"; T Get(List list, Identifier id) { var existingId = Get(m_Identifiers, id.index); if (existingId.valid && existingId.version != id.version) throw new InvalidOperationException($"Identifier version mismatch at index {id.index}: {id.version} != {existingId.version}"); return Get(list, id.index); } static T Get(List list, int index) { return index < list.Count ? list[index] : default(T); } void Set(List list, Identifier id, T value) { var existingId = Get(m_Identifiers, id.index); if (existingId.valid && existingId.version != id.version) throw new InvalidOperationException($"Identifier version mismatch at index {id.index}: {id.version} != {existingId.version}"); Set(list, id.index, value); } static void Set(List list, int index, T value) { // Make sure the list is large enough for the index for (var i = list.Count; i <= index; i++) list.Add(default(T)); list[index] = value; } PreviewRenderData GetRenderData(Identifier id) { var value = Get(m_RenderDatas, id); if (value != null && value.shaderData.node.tempId.version != id.version) throw new InvalidOperationException("Trying to access render data of a previous version of a node"); return value; } } delegate void OnPreviewChanged(); class PreviewShaderData { public AbstractMaterialNode node { get; set; } public Shader shader { get; set; } public Material mat { get; set; } public string shaderString { get; set; } public bool isCompiling { get; set; } public bool hasError { get; set; } } class PreviewRenderData { public PreviewShaderData shaderData { get; set; } public RenderTexture renderTexture { get; set; } public Texture texture { get; set; } public PreviewMode previewMode { get; set; } public OnPreviewChanged onPreviewChanged; public void NotifyPreviewChanged() { if (onPreviewChanged != null) onPreviewChanged(); } } }