BakeTextureManager.cs 13 KB

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  1. //
  2. // ShaderGraphEssentials for Unity
  3. // (c) 2019 PH Graphics
  4. // Source code may be used and modified for personal or commercial projects.
  5. // Source code may NOT be redistributed or sold.
  6. //
  7. // *** A NOTE ABOUT PIRACY ***
  8. //
  9. // If you got this asset from a pirate site, please consider buying it from the Unity asset store. This asset is only legally available from the Unity Asset Store.
  10. //
  11. // I'm a single indie dev supporting my family by spending hundreds and thousands of hours on this and other assets. It's very offensive, rude and just plain evil to steal when I (and many others) put so much hard work into the software.
  12. //
  13. // Thank you.
  14. //
  15. // *** END NOTE ABOUT PIRACY ***
  16. //
  17. using System;
  18. using System.Collections.Generic;
  19. using UnityEditor;
  20. using UnityEditor.Graphing;
  21. using UnityEditor.ShaderGraph;
  22. using UnityEditor.ShaderGraph.Internal;
  23. using UnityEngine;
  24. using UnityEngine.Rendering;
  25. namespace ShaderGraphEssentials
  26. {
  27. class BakeShaderData
  28. {
  29. public BakeTextureNode Node { get; set; }
  30. internal GraphData Graph { get; set; }
  31. public Shader Shader { get; set; }
  32. public string ShaderString { get; set; }
  33. public bool HasError { get; set; }
  34. public string OutputIdName { get; set; }
  35. }
  36. // Most of this class use copy pasted / inspired / modified versions of PreviewManager.cs in Unity's SG.
  37. class BakeTextureManager
  38. {
  39. private const string DefaultPath = "SGE_DefaultBakedTexture.png";
  40. BakeTextureManager()
  41. {
  42. }
  43. internal static void BakeShaderIntoTexture(BakeShaderData shaderData)
  44. {
  45. var node = shaderData.Node;
  46. var renderTexture = new RenderTexture(node.Width, node.Height, 16, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default) { hideFlags = HideFlags.HideAndDontSave };
  47. renderTexture.Create();
  48. // setup mesh
  49. Mesh quadMesh = Resources.GetBuiltinResource(typeof(Mesh), "Quad.fbx") as Mesh;
  50. Material bakeMaterial = new Material(shaderData.Shader);
  51. MaterialPropertyBlock materialPropertyBlock = new MaterialPropertyBlock();
  52. // setup camera
  53. GameObject cameraGo = new GameObject();
  54. var camera = cameraGo.AddComponent<Camera>();
  55. camera.cameraType = CameraType.Preview;
  56. camera.enabled = false;
  57. camera.clearFlags = CameraClearFlags.Depth;
  58. camera.fieldOfView = 15;
  59. camera.farClipPlane = 10.0f;
  60. camera.nearClipPlane = 2.0f;
  61. camera.backgroundColor = new Color(49.0f / 255.0f, 49.0f / 255.0f, 49.0f / 255.0f, 1.0f);
  62. camera.renderingPath = RenderingPath.Forward;
  63. camera.useOcclusionCulling = false;
  64. camera.clearFlags = CameraClearFlags.Depth;
  65. camera.transform.position = -Vector3.forward * 2;
  66. camera.transform.rotation = Quaternion.identity;
  67. camera.orthographicSize = 0.5f;
  68. camera.orthographic = true;
  69. camera.targetTexture = renderTexture;
  70. Stack<AbstractMaterialNode> tempNodeWave = new Stack<AbstractMaterialNode>();
  71. HashSet<AbstractMaterialNode > tempAddedToNodeWave = new HashSet<AbstractMaterialNode>();
  72. HashSet<AbstractMaterialNode> nodesToDraw = new HashSet<AbstractMaterialNode>();
  73. // setup material and fill properties from all the previous nodes
  74. var sources = new HashSet<AbstractMaterialNode>
  75. {
  76. node
  77. };
  78. PropagateNodes(sources, PropagationDirection.Upstream, tempNodeWave, tempAddedToNodeWave, nodesToDraw);
  79. PooledList<PreviewProperty> perMaterialPreviewProperties = PooledList<PreviewProperty>.Get();
  80. CollectPreviewProperties(shaderData.Graph, nodesToDraw, perMaterialPreviewProperties, materialPropertyBlock);
  81. AssignPerMaterialPreviewProperties(bakeMaterial, perMaterialPreviewProperties);
  82. // draw the quad into the camera's render texture
  83. Graphics.DrawMesh(quadMesh, Matrix4x4.identity, bakeMaterial, 1, camera, 0, materialPropertyBlock, ShadowCastingMode.Off, false, null, false);
  84. camera.Render();
  85. // get the render texture from GPU to CPU and save it as an asset
  86. Texture2D texture = new Texture2D(renderTexture.width, renderTexture.height, TextureFormat.RGB24, false);
  87. RenderTexture.active = renderTexture;
  88. texture.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);
  89. texture.Apply();
  90. var textureBytes = texture.EncodeToPNG();
  91. string path = "";
  92. bool textureFound = false;
  93. if (node.OutputTexture != null && AssetDatabase.Contains(node.OutputTexture))
  94. {
  95. try
  96. {
  97. path = AssetDatabase.GetAssetPath(node.OutputTexture);
  98. System.IO.File.WriteAllBytes(path, textureBytes);
  99. AssetDatabase.ImportAsset(path);
  100. textureFound = true;
  101. } catch (Exception e)
  102. {
  103. Debug.LogException(e);
  104. }
  105. }
  106. if (!textureFound)
  107. {
  108. path = Application.dataPath + "/" + DefaultPath;
  109. System.IO.File.WriteAllBytes(path, textureBytes);
  110. path = "Assets/" + DefaultPath;
  111. AssetDatabase.ImportAsset(path);
  112. Debug.LogWarning("No previous baked texture was found so a new one was created at Assets/" + DefaultPath + ". Please rename or move the texture as this specific texture path might be overriden.");
  113. }
  114. node.OutputTexture = (Texture2D)AssetDatabase.LoadAssetAtPath(path, typeof(Texture2D));
  115. // cleanup
  116. RenderTexture.active = null;
  117. UnityEngine.Object.DestroyImmediate(cameraGo);
  118. UnityEngine.Object.DestroyImmediate(bakeMaterial);
  119. }
  120. static void AssignPerMaterialPreviewProperties(Material mat, List<PreviewProperty> perMaterialPreviewProperties)
  121. {
  122. foreach (var prop in perMaterialPreviewProperties)
  123. {
  124. switch (prop.propType)
  125. {
  126. case PropertyType.VirtualTexture:
  127. // setup the VT textures on the material
  128. bool setAnyTextures = false;
  129. var vt = prop.vtProperty.value;
  130. for (int layer = 0; layer < vt.layers.Count; layer++)
  131. {
  132. var texture = vt.layers[layer].layerTexture?.texture;
  133. int propIndex = mat.shader.FindPropertyIndex(vt.layers[layer].layerRefName);
  134. if (propIndex != -1)
  135. {
  136. mat.SetTexture(vt.layers[layer].layerRefName, texture);
  137. setAnyTextures = true;
  138. }
  139. }
  140. // also put in a request for the VT tiles, since preview rendering does not have feedback enabled
  141. if (setAnyTextures)
  142. {
  143. #if ENABLE_VIRTUALTEXTURES
  144. int stackPropertyId = Shader.PropertyToID(prop.vtProperty.referenceName);
  145. try
  146. {
  147. // Ensure we always request the mip sized 256x256
  148. int width, height;
  149. UnityEngine.Rendering.VirtualTexturing.Streaming.GetTextureStackSize(mat, stackPropertyId, out width, out height);
  150. int textureMip = (int)Math.Max(Mathf.Log(width, 2f), Mathf.Log(height, 2f));
  151. const int baseMip = 8;
  152. int mip = Math.Max(textureMip - baseMip, 0);
  153. UnityEngine.Rendering.VirtualTexturing.Streaming.RequestRegion(mat, stackPropertyId, new Rect(0.0f, 0.0f, 1.0f, 1.0f), mip, UnityEngine.Rendering.VirtualTexturing.System.AllMips);
  154. }
  155. catch (InvalidOperationException)
  156. {
  157. // This gets thrown when the system is in an indeterminate state (like a material with no textures assigned which can obviously never have a texture stack streamed).
  158. // This is valid in this case as we're still authoring the material.
  159. }
  160. #endif // ENABLE_VIRTUALTEXTURES
  161. }
  162. break;
  163. }
  164. }
  165. }
  166. static void CollectPreviewProperties(GraphData m_Graph, IEnumerable<AbstractMaterialNode> nodesToCollect, PooledList<PreviewProperty> perMaterialPreviewProperties,
  167. MaterialPropertyBlock mSharedPreviewPropertyBlock)
  168. {
  169. using (var tempPreviewProps = PooledList<PreviewProperty>.Get())
  170. {
  171. // collect from all of the changed nodes
  172. foreach (var propNode in nodesToCollect)
  173. propNode.CollectPreviewMaterialProperties(tempPreviewProps);
  174. // also grab all graph properties (they are updated every frame)
  175. foreach (var prop in m_Graph.properties)
  176. tempPreviewProps.Add(prop.GetPreviewMaterialProperty());
  177. foreach (var previewProperty in tempPreviewProps)
  178. {
  179. previewProperty.SetValueOnMaterialPropertyBlock(mSharedPreviewPropertyBlock);
  180. // virtual texture assignments must be pushed to the materials themselves (MaterialPropertyBlocks not supported)
  181. if ((previewProperty.propType == PropertyType.VirtualTexture) &&
  182. (previewProperty.vtProperty?.value?.layers != null))
  183. {
  184. perMaterialPreviewProperties.Add(previewProperty);
  185. }
  186. }
  187. }
  188. }
  189. enum PropagationDirection
  190. {
  191. Upstream,
  192. Downstream
  193. }
  194. static void PropagateNodes(HashSet<AbstractMaterialNode> sources, PropagationDirection dir, Stack<AbstractMaterialNode> m_TempNodeWave, HashSet<AbstractMaterialNode> m_TempAddedToNodeWave, HashSet<AbstractMaterialNode> result)
  195. {
  196. Action<AbstractMaterialNode> AddNextLevelNodesToWave =
  197. nextLevelNode =>
  198. {
  199. if (!m_TempAddedToNodeWave.Contains(nextLevelNode))
  200. {
  201. m_TempNodeWave.Push(nextLevelNode);
  202. m_TempAddedToNodeWave.Add(nextLevelNode);
  203. }
  204. };
  205. if (sources.Count > 0)
  206. {
  207. // NodeWave represents the list of nodes we still have to process and add to result
  208. m_TempNodeWave.Clear();
  209. m_TempAddedToNodeWave.Clear();
  210. foreach (var node in sources)
  211. {
  212. m_TempNodeWave.Push(node);
  213. m_TempAddedToNodeWave.Add(node);
  214. }
  215. while (m_TempNodeWave.Count > 0)
  216. {
  217. var node = m_TempNodeWave.Pop();
  218. if (node == null)
  219. continue;
  220. result.Add(node);
  221. // grab connected nodes in propagation direction, add them to the node wave
  222. ForeachConnectedNode(node, dir, AddNextLevelNodesToWave);
  223. }
  224. // clean up any temp data
  225. m_TempNodeWave.Clear();
  226. m_TempAddedToNodeWave.Clear();
  227. }
  228. }
  229. static void ForeachConnectedNode(AbstractMaterialNode node, PropagationDirection dir, Action<AbstractMaterialNode> action)
  230. {
  231. using (var tempEdges = PooledList<IEdge>.Get())
  232. using (var tempSlots = PooledList<MaterialSlot>.Get())
  233. {
  234. // Loop through all nodes that the node feeds into.
  235. if (dir == PropagationDirection.Downstream)
  236. node.GetOutputSlots(tempSlots);
  237. else
  238. node.GetInputSlots(tempSlots);
  239. foreach (var slot in tempSlots)
  240. {
  241. // get the edges out of each slot
  242. tempEdges.Clear(); // and here we serialize another list, ouch!
  243. node.owner.GetEdges(slot.slotReference, tempEdges);
  244. foreach (var edge in tempEdges)
  245. {
  246. // We look at each node we feed into.
  247. var connectedSlot = (dir == PropagationDirection.Downstream) ? edge.inputSlot : edge.outputSlot;
  248. var connectedNode = connectedSlot.node;
  249. action(connectedNode);
  250. }
  251. }
  252. }
  253. }
  254. }
  255. }