using System; using UnityEditor.SceneManagement; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.SceneManagement; namespace UnityEditor.ShaderGraph.Drawing { 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.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(); 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(); var l1 = CreateLight(); SceneManager.MoveGameObjectToScene(l1, m_Scene); //previewScene.AddGameObject(l1); Light1 = l1.GetComponent(); 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(); 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.LogWarning("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); } } }