UnityGame/Library/PackageCache/com.unity.shadergraph/Editor/Drawing/Views/PreviewSceneResources.cs

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2024-10-27 10:53:47 +03:00
using System;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace UnityEditor.ShaderGraph.Drawing
{
class PreviewSceneResources : IDisposable
{
readonly Scene m_Scene;
Camera m_Camera;
public Light light0 { get; private set; }
public Light light1 { get; private set; }
Material m_CheckerboardMaterial;
Material m_BlitNoAlphaMaterial;
static readonly Mesh[] s_Meshes = { null, null, null, null, null };
static readonly GUIContent[] s_MeshIcons = { null, null, null, null, null };
static readonly GUIContent[] s_LightIcons = { null, null };
static readonly GUIContent[] s_TimeIcons = { null, null };
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 PreviewSceneResources()
{
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(camera, true);
camera.cameraType = CameraType.Preview;
camera.enabled = false;
camera.clearFlags = CameraClearFlags.Depth;
camera.fieldOfView = 15;
camera.farClipPlane = 10.0f;
camera.nearClipPlane = 2.0f;
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)
camera.renderingPath = RenderingPath.Forward;
camera.useOcclusionCulling = false;
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_BlitNoAlphaMaterial = new Material(Shader.Find("Hidden/BlitNoAlpha"));
checkerboardMaterial.hideFlags = HideFlags.HideAndDontSave;
blitNoAlphaMaterial.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.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 Mesh sphere
{
get { return s_Meshes[0]; }
}
public Mesh quad
{
get { return s_Meshes[4]; }
}
public Material checkerboardMaterial
{
get { return m_CheckerboardMaterial; }
}
public Material blitNoAlphaMaterial
{
get { return m_BlitNoAlphaMaterial; }
}
public Camera camera
{
get { return m_Camera; }
}
public void Dispose()
{
if (light0 != null)
{
UnityEngine.Object.DestroyImmediate(light0.gameObject);
light0 = null;
}
if (light1 != null)
{
UnityEngine.Object.DestroyImmediate(light1.gameObject);
light1 = null;
}
if (camera != null)
{
UnityEngine.Object.DestroyImmediate(camera.gameObject);
m_Camera = null;
}
if (checkerboardMaterial != null)
{
UnityEngine.Object.DestroyImmediate(checkerboardMaterial, true);
m_CheckerboardMaterial = null;
}
if (blitNoAlphaMaterial != null)
{
UnityEngine.Object.DestroyImmediate(blitNoAlphaMaterial, true);
m_BlitNoAlphaMaterial = null;
}
EditorSceneManager.ClosePreviewScene(m_Scene);
}
}
}