using System; using System.Collections.Generic; using System.IO; using System.Linq; using UnityEngine; using UnityEditor.Graphing; using UnityEngine.Rendering; using Debug = UnityEngine.Debug; using Object = UnityEngine.Object; namespace UnityEditor.ShaderGraph.Drawing { public class PreviewManager : IDisposable { AbstractMaterialGraph m_Graph; List m_RenderDatas = new List(); PreviewRenderData m_MasterRenderData; List m_Identifiers = new List(); IndexSet m_DirtyPreviews = new IndexSet(); IndexSet m_DirtyShaders = new IndexSet(); IndexSet m_TimeDependentPreviews = new IndexSet(); Material m_PreviewMaterial; MaterialPropertyBlock m_PreviewPropertyBlock; PreviewSceneResources m_SceneResources; Texture2D m_ErrorTexture; Shader m_ColorShader; string m_OutputIdName; Vector2? m_NewMasterPreviewSize; 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_ColorShader = ShaderUtil.CreateShaderAsset(k_EmptyShader); m_ColorShader.hideFlags = HideFlags.HideAndDontSave; m_MasterRenderData = new PreviewRenderData { renderTexture = new RenderTexture(400, 400, 16, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default) { hideFlags = HideFlags.HideAndDontSave } }; m_MasterRenderData.renderTexture.Create(); foreach (var node in m_Graph.GetNodes()) AddPreview(node); } public void ResizeMasterPreview(Vector2 newSize) { m_NewMasterPreviewSize = newSize; if (masterRenderData.shaderData != null) m_DirtyPreviews.Add(masterRenderData.shaderData.node.tempId.index); } public PreviewRenderData GetPreview(AbstractMaterialNode node) { return m_RenderDatas[node.tempId.index]; } void AddPreview(INode node) { var shaderData = new PreviewShaderData { node = node }; var renderData = new PreviewRenderData { shaderData = shaderData, renderTexture = new RenderTexture(200, 200, 16, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default) { hideFlags = HideFlags.HideAndDontSave } }; renderData.renderTexture.Create(); Set(m_Identifiers, node.tempId, node.tempId); Set(m_RenderDatas, node.tempId, renderData); m_DirtyShaders.Add(node.tempId.index); node.RegisterCallback(OnNodeModified); if (node.RequiresTime()) m_TimeDependentPreviews.Add(node.tempId.index); var masterNode = node as IMasterNode; if (masterRenderData.shaderData == null && masterNode != null) masterRenderData.shaderData = shaderData; var subGraphOutputNode = node as SubGraphOutputNode; if (masterRenderData.shaderData == null && subGraphOutputNode != null) masterRenderData.shaderData = shaderData; } void OnNodeModified(INode node, ModificationScope scope) { if (scope >= ModificationScope.Graph) m_DirtyShaders.Add(node.tempId.index); else if (scope == ModificationScope.Node) m_DirtyPreviews.Add(node.tempId.index); if (node.RequiresTime()) m_TimeDependentPreviews.Add(node.tempId.index); else m_TimeDependentPreviews.Remove(node.tempId.index); } Stack m_Wavefront = new Stack(); List m_Edges = new List(); List m_Slots = new List(); void PropagateNodeSet(IndexSet nodeSet, bool forward = true, IEnumerable initialWavefront = null) { m_Wavefront.Clear(); if (initialWavefront != null) { foreach (var id in initialWavefront) m_Wavefront.Push(id); } else { foreach (var index in nodeSet) m_Wavefront.Push(m_Identifiers[index]); } while (m_Wavefront.Count > 0) { var index = m_Wavefront.Pop(); var node = m_Graph.GetNodeFromTempId(index); 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; var connectedNode = m_Graph.GetNodeFromGuid(connectedNodeGuid); // If the input node is already in the set of time-dependent nodes, we don't need to process it. if (nodeSet.Contains(connectedNode.tempId.index)) 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. nodeSet.Add(connectedNode.tempId.index); m_Wavefront.Push(connectedNode.tempId); } } } } public void HandleGraphChanges() { foreach (var node in m_Graph.removedNodes) DestroyPreview(node.tempId); foreach (var node in m_Graph.addedNodes) AddPreview(node); foreach (var edge in m_Graph.removedEdges) { var node = m_Graph.GetNodeFromGuid(edge.inputSlot.nodeGuid); if (node != null) m_DirtyShaders.Add(node.tempId.index); } foreach (var edge in m_Graph.addedEdges) { var node = m_Graph.GetNodeFromGuid(edge.inputSlot.nodeGuid); if (node != null) m_DirtyShaders.Add(node.tempId.index); } } List m_PreviewProperties = new List(); List m_RenderList2D = new List(); List m_RenderList3D = new List(); IndexSet m_PropertyNodes = new IndexSet(); public void RenderPreviews() { m_NodesWith3DPreview.Clear(); m_NodesWithWireframePreview.Clear(); foreach (var node in m_Graph.GetNodes()) { if (node.previewMode == PreviewMode.Preview3D) m_NodesWith3DPreview.Add(node.tempId.index); else if (node.previewMode == PreviewMode.Wireframe) m_NodesWithWireframePreview.Add(node.tempId.index); } PropagateNodeSet(m_NodesWith3DPreview); PropagateNodeSet(m_NodesWithWireframePreview); m_NodesWith3DPreview.UnionWith(m_NodesWithWireframePreview); UpdateShaders(); // Union time dependent previews into dirty previews m_DirtyPreviews.UnionWith(m_TimeDependentPreviews); PropagateNodeSet(m_DirtyPreviews); foreach (var index in m_DirtyPreviews) { var renderData = m_RenderDatas[index]; renderData.previewMode = m_NodesWith3DPreview.Contains(renderData.shaderData.node.tempId.index) ? PreviewMode.Preview3D : PreviewMode.Preview2D; } // Find nodes we need properties from m_PropertyNodes.Clear(); m_PropertyNodes.UnionWith(m_DirtyPreviews); PropagateNodeSet(m_PropertyNodes, false); // Fill MaterialPropertyBlock m_PreviewPropertyBlock.Clear(); m_PreviewPropertyBlock.SetFloat(m_OutputIdName, -1); foreach (var index in m_PropertyNodes) { var node = m_Graph.GetNodeFromTempId(m_Identifiers[index]) as AbstractMaterialNode; 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) m_PreviewPropertyBlock.SetPreviewProperty(previewProperty); m_PreviewProperties.Clear(); } foreach (var i in m_DirtyPreviews) { var renderData = m_RenderDatas[i]; if (renderData.shaderData.shader == null) { renderData.texture = null; continue; } if (renderData.shaderData.hasError) { renderData.texture = m_ErrorTexture; continue; } if (renderData.previewMode == PreviewMode.Preview2D) m_RenderList2D.Add(renderData); else m_RenderList3D.Add(renderData); } m_RenderList3D.Sort((data1, data2) => data1.shaderData.shader.GetInstanceID().CompareTo(data2.shaderData.shader.GetInstanceID())); m_RenderList2D.Sort((data1, data2) => data1.shaderData.shader.GetInstanceID().CompareTo(data2.shaderData.shader.GetInstanceID())); 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 = 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.shaderData != null && m_DirtyPreviews.Contains(masterRenderData.shaderData.node.tempId.index); if (renderMasterPreview) { 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_DirtyPreviews.Clear(); } IndexSet m_NodesWith3DPreview = new IndexSet(); IndexSet m_NodesWithWireframePreview = new IndexSet(); void UpdateShaders() { if (m_DirtyShaders.Any()) { PropagateNodeSet(m_DirtyShaders); var masterNodes = new List(); var colorNodes = new List(); var wireframeNodes = new List(); foreach (var index in m_DirtyShaders) { var node = m_Graph.GetNodeFromTempId(m_Identifiers[index]) as AbstractMaterialNode; if (node == null) continue; var masterNode = node as IMasterNode; if (masterNode != null) masterNodes.Add(node); else if (node.previewMode == PreviewMode.Wireframe) wireframeNodes.Add(node); else colorNodes.Add(node); } var count = Math.Min(colorNodes.Count, 1) + masterNodes.Count; try { var i = 0; EditorUtility.DisplayProgressBar("Shader Graph", string.Format("Compiling preview shaders ({0}/{1})", i, count), 0f); foreach (var node in masterNodes) { UpdateShader(node.tempId); i++; EditorUtility.DisplayProgressBar("Shader Graph", string.Format("Compiling preview shaders ({0}/{1})", i, count), 0f); } if (colorNodes.Count > 0) { var results = m_Graph.GetUberColorShader(); m_OutputIdName = results.outputIdProperty.referenceName; ShaderUtil.UpdateShaderAsset(m_ColorShader, results.shader); var debugOutputPath = DefaultShaderIncludes.GetDebugOutputPath(); if (debugOutputPath != null) File.WriteAllText(debugOutputPath + "/ColorShader.shader", (results.shader ?? "null").Replace("UnityEngine.MaterialGraph", "Generated")); bool uberShaderHasError = false; if (MaterialGraphAsset.ShaderHasError(m_ColorShader)) { var errors = MaterialGraphAsset.GetShaderErrors(m_ColorShader); var message = new ShaderStringBuilder(); message.AppendLine(@"Preview shader for graph has {0} error{1}:", errors.Length, errors.Length != 1 ? "s" : ""); foreach (var error in errors) { INode node; try { node = results.sourceMap.FindNode(error.line); message.AppendLine("Shader compilation error in {3} at line {1} (on {2}):\n{0}", error.message, error.line, error.platform, node != null ? string.Format("node {0} ({1})", node.name, node.guid) : "graph"); message.AppendLine(error.messageDetails); message.AppendNewLine(); } catch { message.AppendLine("Shader compilation error in {3} at line {1} (on {2}):\n{0}", error.message, error.line, error.platform, "graph"); } } Debug.LogWarning(message.ToString()); ShaderUtil.ClearShaderErrors(m_ColorShader); ShaderUtil.UpdateShaderAsset(m_ColorShader, k_EmptyShader); uberShaderHasError = true; } foreach (var node in colorNodes) { var renderData = GetRenderData(node.tempId); if (renderData == null) continue; var shaderData = renderData.shaderData; shaderData.shader = m_ColorShader; shaderData.hasError = uberShaderHasError; } i++; EditorUtility.DisplayProgressBar("Shader Graph", string.Format("Compiling preview shaders ({0}/{1})", i, count), 0f); } } finally { EditorUtility.ClearProgressBar(); } // Union dirty shaders into dirty previews m_DirtyPreviews.UnionWith(m_DirtyShaders); m_DirtyShaders.Clear(); } } void RenderPreview(PreviewRenderData renderData, Mesh mesh, Matrix4x4 transform) { m_PreviewPropertyBlock.SetFloat(m_OutputIdName, renderData.shaderData.node.tempId.index); if (m_PreviewMaterial.shader != renderData.shaderData.shader) m_PreviewMaterial.shader = renderData.shaderData.shader; var previousRenderTexure = RenderTexture.active; //Temp workaround for alpha previews... var temp = RenderTexture.GetTemporary(renderData.renderTexture.descriptor); RenderTexture.active = temp; GL.Clear(true, true, Color.black); Graphics.Blit(Texture2D.whiteTexture, temp, m_SceneResources.checkerboardMaterial); m_SceneResources.camera.targetTexture = temp; Graphics.DrawMesh(mesh, transform, 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; Graphics.Blit(temp, renderData.renderTexture, m_SceneResources.blitNoAlphaMaterial); RenderTexture.ReleaseTemporary(temp); RenderTexture.active = previousRenderTexure; renderData.texture = renderData.renderTexture; } void UpdateShader(Identifier nodeId) { var node = m_Graph.GetNodeFromTempId(nodeId) as AbstractMaterialNode; if (node == null) return; var renderData = Get(m_RenderDatas, nodeId); if (renderData == null || renderData.shaderData == null) return; var shaderData = renderData.shaderData; if (!(node is IMasterNode) && !node.hasPreview) { shaderData.shaderString = null; } else { var masterNode = node as IMasterNode; if (masterNode != null) { List configuredTextures; shaderData.shaderString = masterNode.GetShader(GenerationMode.Preview, node.name, out configuredTextures); } else shaderData.shaderString = m_Graph.GetPreviewShader(node).shader; } var debugOutputPath = DefaultShaderIncludes.GetDebugOutputPath(); if (debugOutputPath != null) File.WriteAllText(debugOutputPath + "/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 if (MaterialGraphAsset.ShaderHasError(shaderData.shader)) { var errors = MaterialGraphAsset.GetShaderErrors(shaderData.shader); foreach (var error in errors) Debug.LogFormat("Compilation error in {3} at line {1} (on {2}):\n{0}", error.message, error.line, error.platform, "graph"); shaderData.hasError = true; if (debugOutputPath != null) { var message = "RecreateShader: " + node.GetVariableNameForNode() + Environment.NewLine + shaderData.shaderString; Debug.LogWarning(message); } ShaderUtil.ClearShaderErrors(shaderData.shader); Object.DestroyImmediate(shaderData.shader, true); shaderData.shader = null; } else { shaderData.hasError = false; } } void DestroyRenderData(PreviewRenderData renderData) { if (renderData.shaderData != null && renderData.shaderData.shader != null && renderData.shaderData.shader != m_ColorShader) 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) { // Check if we're destroying the shader data used by the master preview if (masterRenderData != null && masterRenderData.shaderData != null && masterRenderData.shaderData == renderData.shaderData) masterRenderData.shaderData = m_RenderDatas.Where(x => x != null && x.shaderData.node is IMasterNode && x != renderData).Select(x => x.shaderData).FirstOrDefault(); DestroyRenderData(renderData); m_TimeDependentPreviews.Remove(nodeId.index); m_DirtyPreviews.Remove(nodeId.index); m_DirtyPreviews.Remove(nodeId.index); Set(m_RenderDatas, nodeId, null); Set(m_Identifiers, nodeId, default(Identifier)); } } void ReleaseUnmanagedResources() { if (m_ColorShader != null) { Object.DestroyImmediate(m_ColorShader, true); m_ColorShader = null; } if (m_ErrorTexture != null) { Object.DestroyImmediate(m_ErrorTexture); m_ErrorTexture = null; } if (m_PreviewMaterial != null) { Object.DestroyImmediate(m_PreviewMaterial, true); m_PreviewMaterial = null; } if (m_SceneResources != null) { m_SceneResources.Dispose(); m_SceneResources = null; } if (m_MasterRenderData != null) DestroyRenderData(m_MasterRenderData); foreach (var renderData in m_RenderDatas.ToList().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 Exception("Identifier version mismatch"); 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 Exception("Identifier version mismatch"); 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 Exception("Trying to access render data of a previous version of a node"); return value; } } public delegate void OnPreviewChanged(); public class PreviewShaderData { public INode node { get; set; } public Shader shader { get; set; } public string shaderString { get; set; } public bool hasError { get; set; } } public 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(); } } }