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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<PreviewRenderData> m_RenderDatas = new List<PreviewRenderData>();
PreviewRenderData m_MasterRenderData;
List<Identifier> m_Identifiers = new List<Identifier>();
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_UberShader;
string m_OutputIdName;
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_MasterRenderData = new PreviewRenderData
{
renderTexture = new RenderTexture(400, 400, 16, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default) { hideFlags = HideFlags.HideAndDontSave }
};
foreach (var node in m_Graph.GetNodes<INode>())
AddPreview(node);
}
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 }
};
Set(m_Identifiers, node.tempId, node.tempId);
Set(m_RenderDatas, node.tempId, renderData);
m_DirtyShaders.Add(node.tempId.index);
node.onModified += OnNodeModified;
if (node.RequiresTime())
m_TimeDependentPreviews.Add(node.tempId.index);
var masterNode = node as IMasterNode;
if (masterRenderData.shaderData == null && masterNode != 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<Identifier> m_Wavefront = new Stack<Identifier>();
List<IEdge> m_Edges = new List<IEdge>();
List<MaterialSlot> m_Slots = new List<MaterialSlot>();
void PropagateNodeSet(IndexSet nodeSet, bool forward = true, IEnumerable<Identifier> 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<PreviewProperty> m_PreviewProperties = new List<PreviewProperty>();
List<PreviewRenderData> m_RenderList2D = new List<PreviewRenderData>();
List<PreviewRenderData> m_RenderList3D = new List<PreviewRenderData>();
IndexSet m_PropertyNodes = new IndexSet();
public void RenderPreviews()
{
UpdateShaders();
// Union time dependent previews into dirty previews
m_DirtyPreviews.UnionWith(m_TimeDependentPreviews);
PropagateNodeSet(m_DirtyPreviews);
// 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 = 1;
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)
{
var mesh = m_Graph.previewData.serializedMesh.mesh ? m_Graph.previewData.serializedMesh.mesh : m_SceneResources.sphere;
var previewTransform = Matrix4x4.Rotate(m_Graph.previewData.rotation);
previewTransform *= Matrix4x4.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();
void UpdateShaders()
{
if (m_DirtyShaders.Any())
{
PropagateNodeSet(m_DirtyShaders);
m_NodesWith3DPreview.Clear();
foreach (var index in m_DirtyShaders)
{
var node = (AbstractMaterialNode)m_Graph.GetNodeFromTempId(m_Identifiers[index]);
if (node.previewMode == PreviewMode.Preview3D)
m_NodesWith3DPreview.Add(node.tempId.index);
}
PropagateNodeSet(m_NodesWith3DPreview);
foreach (var index in m_DirtyShaders)
{
var renderData = m_RenderDatas[index];
renderData.previewMode = m_NodesWith3DPreview.Contains(renderData.shaderData.node.tempId.index) ? PreviewMode.Preview3D : PreviewMode.Preview2D;
}
var masterNodes = new List<MasterNode>();
var uberNodes = new List<INode>();
foreach (var index in m_DirtyShaders)
{
var node = m_Graph.GetNodeFromTempId(m_Identifiers[index]);
if (node == null)
continue;
var masterNode = node as MasterNode;
if (masterNode != null)
masterNodes.Add(masterNode);
else
uberNodes.Add(node);
}
var count = Math.Min(uberNodes.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 (uberNodes.Count > 0)
{
var results = m_Graph.GetUberPreviewShader();
m_OutputIdName = results.outputIdProperty.referenceName;
ShaderUtil.UpdateShaderAsset(m_UberShader, results.shader);
File.WriteAllText(Application.dataPath + "/../UberShader.shader", (results.shader ?? "null").Replace("UnityEngine.MaterialGraph", "Generated"));
bool uberShaderHasError = false;
if (MaterialGraphAsset.ShaderHasError(m_UberShader))
{
var errors = MaterialGraphAsset.GetShaderErrors(m_UberShader);
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);
}
catch (Exception e)
{
Debug.LogException(e);
continue;
}
message.AppendLine("{0} in {3} at line {1} (on {2})", error.message, error.line, error.platform, node != null ? string.Format("node {0} ({1})", node.name, node.guid) : "graph");
message.AppendLine(error.messageDetails);
message.AppendNewLine();
}
Debug.LogWarning(message.ToString());
ShaderUtil.ClearShaderErrors(m_UberShader);
ShaderUtil.UpdateShaderAsset(m_UberShader, k_EmptyShader);
uberShaderHasError = true;
}
foreach (var node in uberNodes)
{
var renderData = GetRenderData(node.tempId);
if (renderData == null)
continue;
var shaderData = renderData.shaderData;
shaderData.shader = m_UberShader;
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;
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(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;
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 || NodeUtils.FindEffectiveShaderStage(node, true) == ShaderStage.Vertex))
{
shaderData.shaderString = null;
}
else
{
var masterNode = node as IMasterNode;
if (masterNode != null)
{
List<PropertyCollector.TextureInfo> configuredTextures;
shaderData.shaderString = masterNode.GetShader(GenerationMode.Preview, node.name, out configuredTextures);
}
else
shaderData.shaderString = m_Graph.GetPreviewShader(node).shader;
}
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 DestroyRenderData(PreviewRenderData renderData)
{
if (renderData.shaderData.shader != null && renderData.shaderData.shader != m_UberShader)
Object.DestroyImmediate(renderData.shaderData.shader, true);
if (renderData.renderTexture != null)
Object.DestroyImmediate(renderData.renderTexture, true);
var node = renderData.shaderData.node;
if (node != null)
node.onModified -= OnNodeModified;
}
void DestroyPreview(Identifier nodeId)
{
var renderData = Get(m_RenderDatas, nodeId);
if (renderData != null)
{
if (masterRenderData != null && masterRenderData.shaderData != null && masterRenderData.shaderData.node == renderData.shaderData.node)
masterRenderData.shaderData = m_RenderDatas.Where(x => x != null && x.shaderData.node is IMasterNode).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_UberShader != null)
{
Object.DestroyImmediate(m_UberShader, true);
m_UberShader = 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<T>(List<T> 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<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 Exception("Identifier version mismatch");
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 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();
}
}
}