using System; using System.Collections.Generic; 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 Object = UnityEngine.Object; namespace UnityEditor.ShaderGraph.Drawing { public class PreviewManager : IDisposable { AbstractMaterialGraph m_Graph; Dictionary m_Previews = new Dictionary(); HashSet m_DirtyPreviews = new HashSet(); HashSet m_DirtyShaders = new HashSet(); HashSet m_TimeDependentPreviews = new HashSet(); Material m_PreviewMaterial; MaterialPropertyBlock m_PreviewPropertyBlock; MaterialGraphPreviewGenerator m_PreviewGenerator = new MaterialGraphPreviewGenerator(); Texture2D m_ErrorTexture; DateTime m_LastUpdate; public PreviewRate previewRate { get; set; } 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(); foreach (var node in m_Graph.GetNodes()) AddPreview(node); } public PreviewData GetPreview(INode node) { return m_Previews[node.guid]; } void AddPreview(INode node) { var previewData = new PreviewData { renderTexture = new RenderTexture(256, 256, 16, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default) { hideFlags = HideFlags.HideAndDontSave } }; if (m_Previews.ContainsKey(node.guid)) { Debug.LogWarningFormat("A preview already exists for {0} {1}", node.name, node.guid); RemovePreview(node); } m_Previews.Add(node.guid, previewData); m_DirtyShaders.Add(node.guid); node.onModified += OnNodeModified; if (node.RequiresTime()) m_TimeDependentPreviews.Add(node.guid); } void RemovePreview(INode node) { node.onModified -= OnNodeModified; m_Previews.Remove(node.guid); m_TimeDependentPreviews.Remove(node.guid); m_DirtyPreviews.Remove(node.guid); m_DirtyShaders.Remove(node.guid); } 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(); 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. foreach (var slot in forward ? node.GetOutputSlots() : node.GetInputSlots()) { foreach (var edge in m_Graph.GetEdges(slot.slotReference)) { // 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); } public void RenderPreviews() { if (previewRate == PreviewRate.Off) return; var updateTime = DateTime.Now; if (previewRate == PreviewRate.Throttled && (updateTime - m_LastUpdate) < TimeSpan.FromSeconds(1.0 / 10.0)) return; m_LastUpdate = updateTime; if (m_DirtyShaders.Any()) { PropagateNodeSet(m_DirtyShaders); var count = m_DirtyShaders.Count; try { var i = 0; EditorUtility.DisplayProgressBar("Shader Graph", string.Format("Compiling preview shaders ({0}/{1})", i, count), 0f); foreach (var nodeGuid in m_DirtyShaders) { UpdateShader(nodeGuid); i++; EditorUtility.DisplayProgressBar("Shader Graph", string.Format("Compiling preview shaders ({0}/{1})", i, count), 0f); } } 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(); 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.m_PropType == PropertyType.Texture && previewProperty.m_Texture != null) m_PreviewPropertyBlock.SetTexture(previewProperty.m_Name, previewProperty.m_Texture); else if (previewProperty.m_PropType == PropertyType.Cubemap && previewProperty.m_Cubemap != null) m_PreviewPropertyBlock.SetTexture(previewProperty.m_Name, previewProperty.m_Cubemap); else if (previewProperty.m_PropType == PropertyType.Color) m_PreviewPropertyBlock.SetColor(previewProperty.m_Name, previewProperty.m_Color); else if (previewProperty.m_PropType == PropertyType.Vector2) m_PreviewPropertyBlock.SetVector(previewProperty.m_Name, previewProperty.m_Vector4); else if (previewProperty.m_PropType == PropertyType.Vector3) m_PreviewPropertyBlock.SetVector(previewProperty.m_Name, previewProperty.m_Vector4); else if (previewProperty.m_PropType == PropertyType.Vector4) m_PreviewPropertyBlock.SetVector(previewProperty.m_Name, previewProperty.m_Vector4); else if (previewProperty.m_PropType == PropertyType.Float) m_PreviewPropertyBlock.SetFloat(previewProperty.m_Name, previewProperty.m_Float); } m_PreviewProperties.Clear(); } var time = Time.realtimeSinceStartup; foreach (var nodeGuid in m_DirtyPreviews) { PreviewData previewData; if (!m_Previews.TryGetValue(nodeGuid, out previewData)) continue; if (previewData.shader == null) { previewData.texture = null; continue; } if (MaterialGraphAsset.ShaderHasError(previewData.shader)) { previewData.texture = m_ErrorTexture; continue; } var node = m_Graph.GetNodeFromGuid(nodeGuid); m_PreviewMaterial.shader = previewData.shader; m_PreviewGenerator.DoRenderPreview(previewData.renderTexture, m_PreviewMaterial, previewData.mesh, previewData.previewMode, node is IMasterNode, time, m_PreviewPropertyBlock); previewData.texture = previewData.renderTexture; } foreach (var nodeGuid in m_DirtyPreviews) { PreviewData previewData; if (!m_Previews.TryGetValue(nodeGuid, out previewData)) continue; if (previewData.onPreviewChanged != null) previewData.onPreviewChanged(); } m_DirtyPreviews.Clear(); } void UpdateShader(Guid nodeGuid) { var node = m_Graph.GetNodeFromGuid(nodeGuid); if (node == null) return; PreviewData previewData; if (!m_Previews.TryGetValue(nodeGuid, out previewData)) return; if (node is IMasterNode) { var materialGraph = (AbstractMaterialGraph) node.owner; List defaultTextures; PreviewMode pmode; previewData.shaderString = materialGraph.GetShader(node, GenerationMode.Preview, node.guid + "_preview", out defaultTextures, out pmode); previewData.previewMode = node.previewMode; } else if (!node.hasPreview || NodeUtils.FindEffectiveShaderStage(node, true) == ShaderStage.Vertex) { previewData.shaderString = null; } else { PreviewMode mode; previewData.shaderString = m_Graph.GetPreviewShader(node, out mode); previewData.previewMode = mode; } // Debug output Debug.Log("RecreateShader: " + node.GetVariableNameForNode() + Environment.NewLine + previewData.shaderString); File.WriteAllText(Application.dataPath + "/../GeneratedShader.shader", (previewData.shaderString ?? "null").Replace("UnityEngine.MaterialGraph", "Generated")); if (string.IsNullOrEmpty(previewData.shaderString)) { if (previewData.shader != null) Object.DestroyImmediate(previewData.shader, true); previewData.shader = null; return; } if (previewData.shader != null && MaterialGraphAsset.ShaderHasError(previewData.shader)) { ShaderUtil.ClearShaderErrors(previewData.shader); Object.DestroyImmediate(previewData.shader, true); previewData.shader = null; } if (previewData.shader == null) { previewData.shader = ShaderUtil.CreateShaderAsset(previewData.shaderString); previewData.shader.hideFlags = HideFlags.HideAndDontSave; } else { ShaderUtil.ClearShaderErrors(previewData.shader); ShaderUtil.UpdateShaderAsset(previewData.shader, previewData.shaderString); } if (MaterialGraphAsset.ShaderHasError(previewData.shader)) Debug.LogWarningFormat("ShaderHasError: {0}\n{1}", node.GetVariableNameForNode(), previewData.shaderString); } void DestroyPreview(Guid nodeGuid, PreviewData previewData) { if (m_Previews.Remove(nodeGuid)) { if (previewData.shader != null) Object.DestroyImmediate(previewData.shader, true); if (previewData.renderTexture != null) Object.DestroyImmediate(previewData.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); previewData.shader = null; previewData.renderTexture = null; previewData.texture = null; previewData.onPreviewChanged = null; } } void ReleaseUnmanagedResources() { if (m_PreviewMaterial != null) Object.DestroyImmediate(m_PreviewMaterial, true); m_PreviewMaterial = null; if (m_PreviewGenerator != null) m_PreviewGenerator.Dispose(); m_PreviewGenerator = null; var previews = m_Previews.ToList(); foreach (var kvp in previews) DestroyPreview(kvp.Key, kvp.Value); } public void Dispose() { ReleaseUnmanagedResources(); GC.SuppressFinalize(this); } ~PreviewManager() { ReleaseUnmanagedResources(); } } public delegate void OnPreviewChanged(); public class PreviewData { public Shader shader { get; set; } public Mesh mesh { get; set; } public string shaderString { get; set; } public PreviewMode previewMode { get; set; } public RenderTexture renderTexture { get; set; } public Texture texture { get; set; } public OnPreviewChanged onPreviewChanged; } }