您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

253 行
9.5 KiB

using System;
using System.Collections.Generic;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEditor.ShaderGraph;
using UnityEngine.Rendering;
using UnityEngine.SceneManagement;
namespace UnityEditor.ShaderGraph.Drawing
{
internal class MaterialGraphPreviewGenerator : IDisposable
{
private readonly Scene m_Scene;
static Mesh s_Quad;
private Camera m_Camera;
private Light Light0 { get; set; }
private Light Light1 { get; set; }
private Material m_CheckerboardMaterial;
private static readonly Mesh[] s_Meshes = { null, null, null, null, null };
private static readonly GUIContent[] s_MeshIcons = { null, null, null, null, null };
private static readonly GUIContent[] s_LightIcons = { null, null };
private static readonly GUIContent[] s_TimeIcons = { null, null };
protected static GameObject CreateLight()
{
GameObject lightGO = EditorUtility.CreateGameObjectWithHideFlags("PreRenderLight", HideFlags.HideAndDontSave, typeof(Light));
var light = lightGO.GetComponent<Light>();
light.type = LightType.Directional;
light.intensity = 1.0f;
light.enabled = false;
return lightGO;
}
public MaterialGraphPreviewGenerator()
{
m_Scene = EditorSceneManager.NewPreviewScene();
var camGO = EditorUtility.CreateGameObjectWithHideFlags("Preview Scene Camera", HideFlags.HideAndDontSave, typeof(Camera));
SceneManager.MoveGameObjectToScene(camGO, m_Scene);
m_Camera = camGO.GetComponent<Camera>();
EditorUtility.SetCameraAnimateMaterials(m_Camera, true);
m_Camera.cameraType = CameraType.Preview;
m_Camera.enabled = false;
m_Camera.clearFlags = CameraClearFlags.Depth;
m_Camera.fieldOfView = 15;
m_Camera.farClipPlane = 10.0f;
m_Camera.nearClipPlane = 2.0f;
m_Camera.backgroundColor = new Color(49.0f / 255.0f, 49.0f / 255.0f, 49.0f / 255.0f, 1.0f);
// Explicitly use forward rendering for all previews
// (deferred fails when generating some static previews at editor launch; and we never want
// vertex lit previews if that is chosen in the player settings)
m_Camera.renderingPath = RenderingPath.Forward;
m_Camera.useOcclusionCulling = false;
m_Camera.scene = m_Scene;
var l0 = CreateLight();
SceneManager.MoveGameObjectToScene(l0, m_Scene);
//previewScene.AddGameObject(l0);
Light0 = l0.GetComponent<Light>();
var l1 = CreateLight();
SceneManager.MoveGameObjectToScene(l1, m_Scene);
//previewScene.AddGameObject(l1);
Light1 = l1.GetComponent<Light>();
Light0.color = new Color(0.769f, 0.769f, 0.769f, 1); // SceneView.kSceneViewFrontLight
Light1.transform.rotation = Quaternion.Euler(340, 218, 177);
Light1.color = new Color(.4f, .4f, .45f, 0f) * .7f;
m_CheckerboardMaterial = new Material(Shader.Find("Hidden/Checkerboard"));
m_CheckerboardMaterial.shader.hideFlags = HideFlags.HideAndDontSave;
m_CheckerboardMaterial.hideFlags = HideFlags.HideAndDontSave;
if (s_Meshes[0] == null)
{
var handleGo = (GameObject)EditorGUIUtility.LoadRequired("Previews/PreviewMaterials.fbx");
// @TODO: temp workaround to make it not render in the scene
handleGo.SetActive(false);
foreach (Transform t in handleGo.transform)
{
var meshFilter = t.GetComponent<MeshFilter>();
switch (t.name)
{
case "sphere":
s_Meshes[0] = meshFilter.sharedMesh;
break;
case "cube":
s_Meshes[1] = meshFilter.sharedMesh;
break;
case "cylinder":
s_Meshes[2] = meshFilter.sharedMesh;
break;
case "torus":
s_Meshes[3] = meshFilter.sharedMesh;
break;
default:
Debug.Log("Something is wrong, weird object found: " + t.name);
break;
}
}
s_MeshIcons[0] = EditorGUIUtility.IconContent("PreMatSphere");
s_MeshIcons[1] = EditorGUIUtility.IconContent("PreMatCube");
s_MeshIcons[2] = EditorGUIUtility.IconContent("PreMatCylinder");
s_MeshIcons[3] = EditorGUIUtility.IconContent("PreMatTorus");
s_MeshIcons[4] = EditorGUIUtility.IconContent("PreMatQuad");
s_LightIcons[0] = EditorGUIUtility.IconContent("PreMatLight0");
s_LightIcons[1] = EditorGUIUtility.IconContent("PreMatLight1");
s_TimeIcons[0] = EditorGUIUtility.IconContent("PlayButton");
s_TimeIcons[1] = EditorGUIUtility.IconContent("PauseButton");
Mesh quadMesh = Resources.GetBuiltinResource(typeof(Mesh), "Quad.fbx") as Mesh;
s_Meshes[4] = quadMesh;
}
}
public static Mesh quad
{
get
{
if (s_Quad != null)
return s_Quad;
var vertices = new[]
{
new Vector3(-1f, -1f, 0f),
new Vector3(1f, 1f, 0f),
new Vector3(1f, -1f, 0f),
new Vector3(-1f, 1f, 0f)
};
var uvs = new[]
{
new Vector2(0f, 0f),
new Vector2(1f, 1f),
new Vector2(1f, 0f),
new Vector2(0f, 1f)
};
var indices = new[] { 0, 1, 2, 1, 0, 3 };
s_Quad = new Mesh
{
vertices = vertices,
uv = uvs,
triangles = indices
};
s_Quad.RecalculateNormals();
s_Quad.RecalculateBounds();
return s_Quad;
}
}
public void DoRenderPreview(RenderTexture renderTexture, Material mat, Mesh mesh, PreviewMode mode, bool allowSRP, float time, MaterialPropertyBlock properties = null)
{
if (mat == null || mat.shader == null)
return;
m_Camera.targetTexture = renderTexture;
if (mode == PreviewMode.Preview3D)
{
m_Camera.transform.position = -Vector3.forward * 5;
m_Camera.transform.rotation = Quaternion.identity;
m_Camera.orthographic = false;
}
else
{
m_Camera.transform.position = -Vector3.forward * 2;
m_Camera.transform.rotation = Quaternion.identity;
m_Camera.orthographicSize = 1;
m_Camera.orthographic = true;
}
m_Camera.targetTexture = renderTexture;
var previousRenderTexure = RenderTexture.active;
RenderTexture.active = renderTexture;
GL.Clear(true, true, Color.black);
Graphics.Blit(Texture2D.whiteTexture, renderTexture, m_CheckerboardMaterial);
EditorUtility.SetCameraAnimateMaterialsTime(m_Camera, time);
Light0.enabled = true;
Light0.intensity = 1.0f;
Light0.transform.rotation = Quaternion.Euler(50f, 50f, 0);
Light1.enabled = true;
Light1.intensity = 1.0f;
m_Camera.clearFlags = CameraClearFlags.Depth;
Mesh previewMesh = mesh == null ? s_Meshes[0] : mesh;
Graphics.DrawMesh(
mode == PreviewMode.Preview3D ? previewMesh : quad,
mode == PreviewMode.Preview3D ? Matrix4x4.TRS(-previewMesh.bounds.center, Quaternion.identity, Vector3.one) : Matrix4x4.identity,
mat,
1,
m_Camera,
0,
properties,
ShadowCastingMode.Off,
false,
null,
false);
var oldAllowPipes = Unsupported.useScriptableRenderPipeline;
Unsupported.useScriptableRenderPipeline = allowSRP;
m_Camera.Render();
Unsupported.useScriptableRenderPipeline = oldAllowPipes;
RenderTexture.active = previousRenderTexure;
Light0.enabled = false;
Light1.enabled = false;
}
public void Dispose()
{
if (Light0 != null)
{
UnityEngine.Object.DestroyImmediate(Light0.gameObject);
Light0 = null;
}
if (Light1 != null)
{
UnityEngine.Object.DestroyImmediate(Light1.gameObject);
Light1 = null;
}
if (m_Camera != null)
{
UnityEngine.Object.DestroyImmediate(m_Camera.gameObject);
m_Camera = null;
}
if (m_CheckerboardMaterial != null)
{
UnityEngine.Object.DestroyImmediate(m_CheckerboardMaterial);
m_CheckerboardMaterial = null;
}
EditorSceneManager.ClosePreviewScene(m_Scene);
}
}
}