// Assets/Editor/PlayerPositionsToShaderPreview.cs #if UNITY_EDITOR using UnityEditor; using UnityEngine; using System.Collections.Generic; [InitializeOnLoad] public static class PlayerPositionsToShaderPreview { const double kTickInterval = 0.1; // seconds static double _nextTick; static readonly MaterialPropertyBlock _mpb = new MaterialPropertyBlock(); static readonly Dictionary _cache = new Dictionary(); struct Cache { public Vector4[] positions; public Vector4[] colors; public Vector4[] directions; public float[] types; public int size; } static PlayerPositionsToShaderPreview() { EditorApplication.update += Update; EditorApplication.hierarchyChanged += ForceTick; Undo.undoRedoPerformed += ForceTick; Selection.selectionChanged += ForceTick; } public static void ForceTick() => _nextTick = 0; static void Update() { #if UNITY_2019_1_OR_NEWER if (EditorApplication.isPlayingOrWillChangePlaymode) return; #else if (EditorApplication.isPlaying) return; #endif double now = EditorApplication.timeSinceStartup; if (now < _nextTick) return; _nextTick = now + kTickInterval; var behaviours = FindAllInScene(); foreach (var b in behaviours) { if (b == null || !b.isActiveAndEnabled) continue; if (EditorUtility.IsPersistent(b)) continue; // skip assets PushFromUdonBehaviour(b); } SceneView.RepaintAll(); } static PlayerPositionsToShader[] FindAllInScene() { #if UNITY_2023_1_OR_NEWER return Object.FindObjectsByType(FindObjectsInactive.Exclude, FindObjectsSortMode.None); #elif UNITY_2020_1_OR_NEWER return Object.FindObjectsOfType(true); #else return Resources.FindObjectsOfTypeAll(); #endif } static void EnsureArrays(PlayerPositionsToShader src, int required) { if (!_cache.TryGetValue(src, out var c) || c.positions == null || c.colors == null || c.directions == null || c.types == null || c.size != required) { c = new Cache { positions = new Vector4[required], colors = new Vector4[required], directions = new Vector4[required], types = new float[required], size = required }; _cache[src] = c; } } static void PushFromUdonBehaviour(PlayerPositionsToShader src) { int max = Mathf.Max(1, src.maxLights); EnsureArrays(src, max); var c = _cache[src]; var positions = c.positions; var colors = c.colors; var directions = c.directions; var types = c.types; for (int i = 0; i < max; i++) { positions[i] = Vector4.zero; colors[i] = Vector4.zero; directions[i] = Vector4.zero; types[i] = 0f; } // 🔗 Use the Editor-side function defined on the partial class int count = 0; try { src.Editor_BuildPreview(out positions, out colors, out directions, out types, out count); // replace cache arrays if sizes changed if (positions.Length != c.size) EnsureArrays(src, positions.Length); _cache[src] = new Cache { positions = positions, colors = colors, directions = directions, types = types, size = positions.Length }; } catch { // Ultra-safe fallback: nothing to push if the method signature changes unexpectedly count = 0; } var rds = src.targets ?? System.Array.Empty(); for (int r = 0; r < rds.Length; r++) { var rd = rds[r]; if (rd == null) continue; rd.GetPropertyBlock(_mpb); if (!string.IsNullOrEmpty(src.positionsProperty)) _mpb.SetVectorArray(src.positionsProperty, positions); if (!string.IsNullOrEmpty(src.colorProperty)) _mpb.SetVectorArray(src.colorProperty, colors); if (!string.IsNullOrEmpty(src.directionsProperty)) _mpb.SetVectorArray(src.directionsProperty, directions); if (!string.IsNullOrEmpty(src.typeProperty)) _mpb.SetFloatArray (src.typeProperty, types); if (!string.IsNullOrEmpty(src.countProperty)) _mpb.SetFloat (src.countProperty, count); rd.SetPropertyBlock(_mpb); } } } [CustomEditor(typeof(PlayerPositionsToShader))] public class PlayerPositionsToShaderInspector : Editor { public override void OnInspectorGUI() { DrawDefaultInspector(); GUILayout.Space(6); using (new EditorGUI.DisabledScope(true)) { EditorGUILayout.LabelField("Edit-Mode Preview", EditorStyles.boldLabel); EditorGUILayout.LabelField("Updates ~10×/s using \"Other Transforms\" as emitters."); } if (GUILayout.Button("Refresh Now")) { PlayerPositionsToShaderPreview.ForceTick(); EditorApplication.QueuePlayerLoopUpdate(); SceneView.RepaintAll(); } } } #endif