using System; using System.Collections.Generic; using System.Diagnostics; using System.IO; using System.Linq; using System.Runtime.InteropServices; using System.Threading; using UnityEditor.Graphing.Util; using UnityEngine; using UnityEditor.Graphing; using UnityEditor.ShaderGraph; using UnityEngine.Rendering; using Debug = UnityEngine.Debug; using Object = UnityEngine.Object; namespace UnityEditor.ShaderGraph.Drawing { public class PreviewManager : IDisposable { AbstractMaterialGraph m_Graph; Dictionary m_RenderDatas = new Dictionary(); Dictionary m_ShaderDatas = new Dictionary(); PreviewRenderData m_MasterRenderData; HashSet m_DirtyPreviews = new HashSet(); HashSet m_DirtyShaders = new HashSet(); HashSet m_TimeDependentPreviews = new HashSet(); Material m_PreviewMaterial; MaterialPropertyBlock m_PreviewPropertyBlock; PreviewSceneResources m_SceneResources; Texture2D m_ErrorTexture; const bool k_UberShaderEnabled = true; Shader m_UberShader; string m_UberShaderString; Dictionary m_UberShaderIds; FloatShaderProperty m_OutputIdProperty; public PreviewRenderData masterRenderData { get { return m_MasterRenderData; } } public PreviewManager(AbstractMaterialGraph graph) { m_Graph = graph; m_PreviewMaterial = new Material(Shader.Find("Unlit/Color")) { hideFlags = HideFlags.HideInHierarchy }; m_PreviewMaterial.hideFlags = HideFlags.HideAndDontSave; m_PreviewPropertyBlock = new MaterialPropertyBlock(); m_ErrorTexture = new Texture2D(2, 2); m_ErrorTexture.SetPixel(0, 0, Color.magenta); m_ErrorTexture.SetPixel(0, 1, Color.black); m_ErrorTexture.SetPixel(1, 0, Color.black); m_ErrorTexture.SetPixel(1, 1, Color.magenta); m_ErrorTexture.filterMode = FilterMode.Point; m_ErrorTexture.Apply(); m_SceneResources = new PreviewSceneResources(); m_UberShader = ShaderUtil.CreateShaderAsset(k_EmptyShader); m_UberShader.hideFlags = HideFlags.HideAndDontSave; m_UberShaderIds = new Dictionary(); m_MasterRenderData = new PreviewRenderData { renderTexture = new RenderTexture(400, 400, 16, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default) { hideFlags = HideFlags.HideAndDontSave } }; foreach (var node in m_Graph.GetNodes()) AddPreview(node); } public PreviewRenderData GetPreview(INode node) { return m_RenderDatas[node.guid]; } void AddPreview(INode node) { PreviewShaderData shaderData; if (!m_ShaderDatas.TryGetValue(node.guid, out shaderData)) { shaderData = new PreviewShaderData { node = node }; m_ShaderDatas[node.guid] = shaderData; } var previewData = new PreviewRenderData { shaderData = shaderData, renderTexture = new RenderTexture(200, 200, 16, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default) { hideFlags = HideFlags.HideAndDontSave } }; if (m_RenderDatas.ContainsKey(node.guid)) { Debug.LogWarningFormat("A preview already exists for {0} {1}", node.name, node.guid); RemovePreview(node); } m_RenderDatas.Add(node.guid, previewData); m_DirtyShaders.Add(node.guid); node.onModified += OnNodeModified; if (node.RequiresTime()) m_TimeDependentPreviews.Add(node.guid); var masterNode = node as IMasterNode; if (masterRenderData.shaderData == null && masterNode != null) { masterRenderData.shaderData = shaderData; } } void RemovePreview(INode node) { node.onModified -= OnNodeModified; m_RenderDatas.Remove(node.guid); m_TimeDependentPreviews.Remove(node.guid); m_DirtyPreviews.Remove(node.guid); m_DirtyShaders.Remove(node.guid); if (masterRenderData.shaderData != null && masterRenderData.shaderData.node == node) masterRenderData.shaderData = m_ShaderDatas.Values.FirstOrDefault(x => x.node is IMasterNode); } void OnNodeModified(INode node, ModificationScope scope) { if (scope >= ModificationScope.Graph) m_DirtyShaders.Add(node.guid); else if (scope == ModificationScope.Node) m_DirtyPreviews.Add(node.guid); if (node.RequiresTime()) m_TimeDependentPreviews.Add(node.guid); else m_TimeDependentPreviews.Remove(node.guid); } Stack m_Wavefront = new Stack(); List m_Edges = new List(); List m_Slots = new List(); void PropagateNodeSet(HashSet nodeGuidSet, bool forward = true, IEnumerable initialWavefront = null) { m_Wavefront.Clear(); foreach (var guid in initialWavefront ?? nodeGuidSet) m_Wavefront.Push(guid); while (m_Wavefront.Count > 0) { var nodeGuid = m_Wavefront.Pop(); var node = m_Graph.GetNodeFromGuid(nodeGuid); if (node == null) continue; // Loop through all nodes that the node feeds into. m_Slots.Clear(); if (forward) 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 = forward ? edge.inputSlot : edge.outputSlot; var connectedNodeGuid = connectedSlot.nodeGuid; // If the input node is already in the set of time-dependent nodes, we don't need to process it. if (nodeGuidSet.Contains(connectedNodeGuid)) continue; // Add the node to the set of time-dependent nodes, and to the wavefront such that we can process the nodes that it feeds into. nodeGuidSet.Add(connectedNodeGuid); m_Wavefront.Push(connectedNodeGuid); } } } } HashSet m_PropertyNodeGuids = new HashSet(); List m_PreviewProperties = new List(); public void HandleGraphChanges() { foreach (var node in m_Graph.removedNodes) RemovePreview(node); foreach (var node in m_Graph.addedNodes) AddPreview(node); foreach (var edge in m_Graph.removedEdges) m_DirtyShaders.Add(edge.inputSlot.nodeGuid); foreach (var edge in m_Graph.addedEdges) m_DirtyShaders.Add(edge.inputSlot.nodeGuid); } List m_RenderList2D = new List(); List m_RenderList3D = new List(); HashSet m_NodesWith3DPreview = new HashSet(); public void RenderPreviews() { if (m_DirtyShaders.Any()) { m_NodesWith3DPreview.Clear(); foreach (var node in m_Graph.GetNodes()) { if (node.previewMode == PreviewMode.Preview3D) m_NodesWith3DPreview.Add(node.guid); } PropagateNodeSet(m_NodesWith3DPreview); PropagateNodeSet(m_DirtyShaders); var masterNodes = new List(); var uberNodes = new List(); foreach (var guid in m_DirtyShaders) { var node = m_Graph.GetNodeFromGuid(guid); if (node == null) continue; if (!k_UberShaderEnabled || node is IMasterNode) masterNodes.Add(node); else uberNodes.Add(node); } var count = Math.Min(uberNodes.Count, 1) + masterNodes.Count; try { var sw = new Stopwatch(); sw.Start(); var i = 0; EditorUtility.DisplayProgressBar("Shader Graph", string.Format("Compiling preview shaders ({0}/{1})", i, count), 0f); foreach (var node in masterNodes) { UpdateShader(node.guid); i++; EditorUtility.DisplayProgressBar("Shader Graph", string.Format("Compiling preview shaders ({0}/{1})", i, count), 0f); } if (uberNodes.Count > 0) { m_UberShaderIds.Clear(); m_UberShaderString = m_Graph.GetUberPreviewShader(m_UberShaderIds, out m_OutputIdProperty); ShaderUtil.UpdateShaderAsset(m_UberShader, m_UberShaderString); File.WriteAllText(Application.dataPath + "/../UberShader.shader", (m_UberShaderString ?? "null").Replace("UnityEngine.MaterialGraph", "Generated")); var message = "RecreateUberShader: " + Environment.NewLine + m_UberShaderString; bool uberShaderHasError = false; if (MaterialGraphAsset.ShaderHasError(m_UberShader)) { Debug.LogWarning(message); ShaderUtil.ClearShaderErrors(m_UberShader); ShaderUtil.UpdateShaderAsset(m_UberShader, k_EmptyShader); uberShaderHasError = true; } foreach (var node in uberNodes) { PreviewShaderData shaderData; if (!m_ShaderDatas.TryGetValue(node.guid, out shaderData)) continue; shaderData.previewMode = m_NodesWith3DPreview.Contains(node.guid) ? PreviewMode.Preview3D : PreviewMode.Preview2D; shaderData.shader = m_UberShader; shaderData.hasError = uberShaderHasError; } i++; EditorUtility.DisplayProgressBar("Shader Graph", string.Format("Compiling preview shaders ({0}/{1})", i, count), 0f); } sw.Stop(); //Debug.LogFormat("Compiled preview shaders in {0} seconds", sw.Elapsed.TotalSeconds); } finally { EditorUtility.ClearProgressBar(); } m_DirtyPreviews.UnionWith(m_DirtyShaders); m_DirtyShaders.Clear(); } m_DirtyPreviews.UnionWith(m_TimeDependentPreviews); PropagateNodeSet(m_DirtyPreviews); // Find nodes we need properties from m_PropertyNodeGuids.Clear(); foreach (var nodeGuid in m_DirtyPreviews) m_PropertyNodeGuids.Add(nodeGuid); PropagateNodeSet(m_PropertyNodeGuids, false); // Fill MaterialPropertyBlock m_PreviewPropertyBlock.Clear(); var outputIdName = m_OutputIdProperty != null ? m_OutputIdProperty.referenceName : null; m_PreviewPropertyBlock.SetFloat(outputIdName, -1); foreach (var nodeGuid in m_PropertyNodeGuids) { var node = m_Graph.GetNodeFromGuid(nodeGuid); if (node == null) continue; node.CollectPreviewMaterialProperties(m_PreviewProperties); foreach (var prop in m_Graph.properties) m_PreviewProperties.Add(prop.GetPreviewMaterialProperty()); foreach (var previewProperty in m_PreviewProperties) { if (previewProperty.propType == PropertyType.Texture && previewProperty.textureValue != null) m_PreviewPropertyBlock.SetTexture(previewProperty.name, previewProperty.textureValue); else if (previewProperty.propType == PropertyType.Cubemap && previewProperty.cubemapValue != null) m_PreviewPropertyBlock.SetTexture(previewProperty.name, previewProperty.cubemapValue); else if (previewProperty.propType == PropertyType.Color) m_PreviewPropertyBlock.SetColor(previewProperty.name, previewProperty.colorValue); else if (previewProperty.propType == PropertyType.Vector2) m_PreviewPropertyBlock.SetVector(previewProperty.name, previewProperty.vector4Value); else if (previewProperty.propType == PropertyType.Vector3) m_PreviewPropertyBlock.SetVector(previewProperty.name, previewProperty.vector4Value); else if (previewProperty.propType == PropertyType.Vector4) m_PreviewPropertyBlock.SetVector(previewProperty.name, previewProperty.vector4Value); else if (previewProperty.propType == PropertyType.Float) m_PreviewPropertyBlock.SetFloat(previewProperty.name, previewProperty.floatValue); } m_PreviewProperties.Clear(); } foreach (var nodeGuid in m_DirtyPreviews) { PreviewRenderData renderData; if (!m_RenderDatas.TryGetValue(nodeGuid, out renderData)) continue; if (renderData.shaderData.shader == null) { renderData.texture = null; continue; } if (renderData.shaderData.hasError) { renderData.texture = m_ErrorTexture; continue; } if (renderData.shaderData.previewMode == PreviewMode.Preview2D) m_RenderList2D.Add(renderData); else m_RenderList3D.Add(renderData); } if (masterRenderData.shaderData != null && m_DirtyPreviews.Contains(masterRenderData.shaderData.node.guid)) m_RenderList3D.Add(masterRenderData); 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.Depth; // Render 2D previews m_SceneResources.camera.transform.position = -Vector3.forward * 2; m_SceneResources.camera.transform.rotation = Quaternion.identity; m_SceneResources.camera.orthographicSize = 1; m_SceneResources.camera.orthographic = true; m_RenderList2D.Sort((data1, data2) => data1.shaderData.shader.GetInstanceID().CompareTo(data2.shaderData.shader.GetInstanceID())); foreach (var renderData in m_RenderList2D) { int outputId; if (m_UberShaderIds.TryGetValue(renderData.shaderData.node.guid, out outputId)) m_PreviewPropertyBlock.SetFloat(outputIdName, outputId); if (m_PreviewMaterial.shader != renderData.shaderData.shader) m_PreviewMaterial.shader = renderData.shaderData.shader; m_SceneResources.camera.targetTexture = renderData.renderTexture; var previousRenderTexure = RenderTexture.active; RenderTexture.active = renderData.renderTexture; GL.Clear(true, true, Color.black); Graphics.Blit(Texture2D.whiteTexture, renderData.renderTexture, m_SceneResources.checkerboardMaterial); Graphics.DrawMesh(m_SceneResources.quad, Matrix4x4.identity, m_PreviewMaterial, 1, m_SceneResources.camera, 0, m_PreviewPropertyBlock, ShadowCastingMode.Off, false, null, false); var previousUseSRP = Unsupported.useScriptableRenderPipeline; Unsupported.useScriptableRenderPipeline = false; m_SceneResources.camera.Render(); Unsupported.useScriptableRenderPipeline = previousUseSRP; RenderTexture.active = previousRenderTexure; renderData.texture = renderData.renderTexture; } // Render 3D previews m_SceneResources.camera.transform.position = -Vector3.forward * 5; m_SceneResources.camera.transform.rotation = Quaternion.identity; m_SceneResources.camera.orthographic = false; m_RenderList3D.Sort((data1, data2) => data1.shaderData.shader.GetInstanceID().CompareTo(data2.shaderData.shader.GetInstanceID())); foreach (var renderData in m_RenderList3D) { int outputId; if (m_UberShaderIds.TryGetValue(renderData.shaderData.node.guid, out outputId)) m_PreviewPropertyBlock.SetFloat(outputIdName, outputId); if (m_PreviewMaterial.shader != renderData.shaderData.shader) m_PreviewMaterial.shader = renderData.shaderData.shader; m_SceneResources.camera.targetTexture = renderData.renderTexture; var previousRenderTexure = RenderTexture.active; RenderTexture.active = renderData.renderTexture; GL.Clear(true, true, Color.black); Graphics.Blit(Texture2D.whiteTexture, renderData.renderTexture, m_SceneResources.checkerboardMaterial); var mesh = renderData.mesh ?? m_SceneResources.sphere; Graphics.DrawMesh(mesh, Matrix4x4.TRS(-mesh.bounds.center, Quaternion.identity, Vector3.one), m_PreviewMaterial, 1, m_SceneResources.camera, 0, m_PreviewPropertyBlock, ShadowCastingMode.Off, false, null, false); var previousUseSRP = Unsupported.useScriptableRenderPipeline; Unsupported.useScriptableRenderPipeline = renderData.shaderData.node is IMasterNode; m_SceneResources.camera.Render(); Unsupported.useScriptableRenderPipeline = previousUseSRP; RenderTexture.active = previousRenderTexure; renderData.texture = renderData.renderTexture; } 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(); m_RenderList2D.Clear(); m_RenderList3D.Clear(); m_DirtyPreviews.Clear(); } void UpdateShader(Guid nodeGuid) { var node = m_Graph.GetNodeFromGuid(nodeGuid); if (node == null) return; PreviewShaderData shaderData; if (!m_ShaderDatas.TryGetValue(nodeGuid, out shaderData)) return; shaderData.previewMode = m_NodesWith3DPreview.Contains(nodeGuid) ? PreviewMode.Preview3D : PreviewMode.Preview2D; if (!(node is IMasterNode) && (!node.hasPreview || NodeUtils.FindEffectiveShaderStage(node, true) == ShaderStage.Vertex)) { shaderData.shaderString = null; } else { PreviewMode mode; if (node is IMasterNode) { List configuredTextures; shaderData.shaderString = ((IMasterNode)node).GetShader(GenerationMode.Preview, node.name, out configuredTextures); } else shaderData.shaderString = m_Graph.GetPreviewShader(node, out mode); } File.WriteAllText(Application.dataPath + "/../GeneratedShader.shader", (shaderData.shaderString ?? "null").Replace("UnityEngine.MaterialGraph", "Generated")); if (string.IsNullOrEmpty(shaderData.shaderString)) { if (shaderData.shader != null) { ShaderUtil.ClearShaderErrors(shaderData.shader); Object.DestroyImmediate(shaderData.shader, true); shaderData.shader = null; } return; } if (shaderData.shader == null) { shaderData.shader = ShaderUtil.CreateShaderAsset(shaderData.shaderString); shaderData.shader.hideFlags = HideFlags.HideAndDontSave; } else { ShaderUtil.ClearShaderErrors(shaderData.shader); ShaderUtil.UpdateShaderAsset(shaderData.shader, shaderData.shaderString); } // Debug output var message = "RecreateShader: " + node.GetVariableNameForNode() + Environment.NewLine + shaderData.shaderString; if (MaterialGraphAsset.ShaderHasError(shaderData.shader)) { shaderData.hasError = true; Debug.LogWarning(message); ShaderUtil.ClearShaderErrors(shaderData.shader); Object.DestroyImmediate(shaderData.shader, true); shaderData.shader = null; } else { shaderData.hasError = false; } } void DestroyPreview(Guid nodeGuid, PreviewRenderData previewRenderData) { if (m_RenderDatas.Remove(nodeGuid)) { if (previewRenderData.shaderData.shader != null) Object.DestroyImmediate(previewRenderData.shaderData.shader, true); if (previewRenderData.renderTexture != null) Object.DestroyImmediate(previewRenderData.renderTexture, true); var node = m_Graph.GetNodeFromGuid(nodeGuid); if (node != null) node.onModified -= OnNodeModified; m_DirtyPreviews.Remove(nodeGuid); m_DirtyShaders.Remove(nodeGuid); m_TimeDependentPreviews.Remove(nodeGuid); previewRenderData.shaderData.shader = null; previewRenderData.renderTexture = null; previewRenderData.texture = null; previewRenderData.onPreviewChanged = null; } } void ReleaseUnmanagedResources() { if (m_PreviewMaterial != null) Object.DestroyImmediate(m_PreviewMaterial, true); m_PreviewMaterial = null; if (m_SceneResources != null) m_SceneResources.Dispose(); m_SceneResources = null; var previews = m_RenderDatas.ToList(); foreach (var kvp in previews) DestroyPreview(kvp.Key, kvp.Value); } public void Dispose() { ReleaseUnmanagedResources(); GC.SuppressFinalize(this); } ~PreviewManager() { ReleaseUnmanagedResources(); } 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 } } }"; } public delegate void OnPreviewChanged(); public class PreviewShaderData { public INode node { get; set; } public Shader shader { get; set; } public string shaderString { get; set; } public PreviewMode previewMode { get; set; } public bool hasError { get; set; } } public class PreviewRenderData { public PreviewShaderData shaderData { get; set; } public Mesh mesh { get; set; } public RenderTexture renderTexture { get; set; } public Texture texture { get; set; } public OnPreviewChanged onPreviewChanged; public void NotifyPreviewChanged() { if (onPreviewChanged != null) onPreviewChanged(); } } }