Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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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<PreviewRenderData> m_RenderDatas = new List<PreviewRenderData>();
PreviewRenderData m_MasterRenderData;
List<Identifier> m_Identifiers = new List<Identifier>();
HashSet<AbstractMaterialNode> m_NodesToUpdate = new HashSet<AbstractMaterialNode>();
HashSet<AbstractMaterialNode> m_NodesToDraw = new HashSet<AbstractMaterialNode>();
HashSet<AbstractMaterialNode> m_TimedNodes = new HashSet<AbstractMaterialNode>();
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<AbstractMaterialNode>())
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<AbstractMaterialNode> m_NodeWave = new Stack<AbstractMaterialNode>();
List<IEdge> m_Edges = new List<IEdge>();
List<MaterialSlot> m_Slots = new List<MaterialSlot>();
List<AbstractMaterialNode> m_NextLevelNodes = new List<AbstractMaterialNode>();
enum PropagationDirection
{
Upstream,
Downstream
}
void PropagateNodeList<T>(T nodes, PropagationDirection dir) where T : ICollection<AbstractMaterialNode>
{
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<T>(AbstractMaterialNode node, PropagationDirection dir, T connections) where T : ICollection<AbstractMaterialNode>
{
// 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<PreviewProperty> m_PreviewProperties = new List<PreviewProperty>();
List<AbstractMaterialNode> m_PropertyNodes = new List<AbstractMaterialNode>();
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<PreviewRenderData> m_RenderList2D = new List<PreviewRenderData>();
List<PreviewRenderData> m_RenderList3D = new List<PreviewRenderData>();
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<AbstractMaterialNode>().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<PropertyCollector.TextureInfo> 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<T>(List<T> list, Identifier id)
{
var existingId = Get(m_Identifiers, id.index);
if (existingId.valid && existingId.version != id.version)
throw new InvalidOperationException($"Identifier version mismatch at index {id.index}: {id.version} != {existingId.version}");
return Get(list, id.index);
}
static T Get<T>(List<T> list, int index)
{
return index < list.Count ? list[index] : default(T);
}
void Set<T>(List<T> list, Identifier id, T value)
{
var existingId = Get(m_Identifiers, id.index);
if (existingId.valid && existingId.version != id.version)
throw new InvalidOperationException($"Identifier version mismatch at index {id.index}: {id.version} != {existingId.version}");
Set(list, id.index, value);
}
static void Set<T>(List<T> 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();
}
}
}