using NUnit.Framework; using UnityEditor; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; using UnityEditor.Rendering.Universal.Internal; using UnityEngine.Experimental.Rendering.Universal; using UnityEngine.TestTools; class EditorTests { // When creating a new render pipeline asset it should not log any errors or throw exceptions. [Test] public void CreatePipelineAssetWithoutErrors() { // Test without any render pipeline assigned to GraphicsSettings. var renderPipelineAsset = GraphicsSettings.renderPipelineAsset; GraphicsSettings.renderPipelineAsset = null; try { UniversalRendererData data = ScriptableObject.CreateInstance(); UniversalRenderPipelineAsset asset = UniversalRenderPipelineAsset.Create(data); LogAssert.NoUnexpectedReceived(); ScriptableObject.DestroyImmediate(asset); ScriptableObject.DestroyImmediate(data); } // Makes sure the render pipeline is restored in case of a NullReference exception. finally { GraphicsSettings.renderPipelineAsset = renderPipelineAsset; } } // When creating a new Universal Renderer asset it should not log any errors or throw exceptions. [Test] public void CreateUniversalRendererAssetWithoutErrors() { // Test without any render pipeline assigned to GraphicsSettings. var renderPipelineAsset = GraphicsSettings.renderPipelineAsset; GraphicsSettings.renderPipelineAsset = null; try { var asset = ScriptableObject.CreateInstance(); ResourceReloader.ReloadAllNullIn(asset, UniversalRenderPipelineAsset.packagePath); var renderer = asset.InternalCreateRenderer(); LogAssert.NoUnexpectedReceived(); renderer.Dispose(); ScriptableObject.DestroyImmediate(asset); } // Makes sure the render pipeline is restored in case of a NullReference exception. finally { GraphicsSettings.renderPipelineAsset = renderPipelineAsset; } } // When creating a new renderer 2d asset it should not log any errors or throw exceptions. [Test] public void CreateRenderer2DAssetWithoutErrors() { // Test without any render pipeline assigned to GraphicsSettings. var renderPipelineAsset = GraphicsSettings.renderPipelineAsset; GraphicsSettings.renderPipelineAsset = null; try { var asset = ScriptableObject.CreateInstance(); ResourceReloader.ReloadAllNullIn(asset, UniversalRenderPipelineAsset.packagePath); var renderer = asset.InternalCreateRenderer(); LogAssert.NoUnexpectedReceived(); renderer.Dispose(); ScriptableObject.DestroyImmediate(asset); } // Makes sure the render pipeline is restored in case of a NullReference exception. finally { GraphicsSettings.renderPipelineAsset = renderPipelineAsset; } } // Validate that resource Guids are valid [Test] public void ValidateBuiltinResourceFiles() { string templatePath = AssetDatabase.GUIDToAssetPath(ResourceGuid.rendererTemplate); Assert.IsFalse(string.IsNullOrEmpty(templatePath)); string editorResourcesPath = AssetDatabase.GUIDToAssetPath(UniversalRenderPipelineAsset.editorResourcesGUID); Assert.IsFalse(string.IsNullOrEmpty(editorResourcesPath)); } // Validate that ShaderUtils.GetShaderGUID results are valid and that ShaderUtils.GetShaderPath match shader names. [TestCase(ShaderPathID.Lit)] [TestCase(ShaderPathID.SimpleLit)] [TestCase(ShaderPathID.Unlit)] [TestCase(ShaderPathID.TerrainLit)] [TestCase(ShaderPathID.ParticlesLit)] [TestCase(ShaderPathID.ParticlesSimpleLit)] [TestCase(ShaderPathID.ParticlesUnlit)] [TestCase(ShaderPathID.BakedLit)] [TestCase(ShaderPathID.SpeedTree7)] [TestCase(ShaderPathID.SpeedTree7Billboard)] [TestCase(ShaderPathID.SpeedTree8)] public void ValidateShaderResources(ShaderPathID shaderPathID) { string path = AssetDatabase.GUIDToAssetPath(ShaderUtils.GetShaderGUID(shaderPathID)); Assert.IsFalse(string.IsNullOrEmpty(path)); var shader = AssetDatabase.LoadAssetAtPath(path); Assert.AreEqual(shader.name, ShaderUtils.GetShaderPath(shaderPathID)); var propertyNames = new System.Collections.Generic.HashSet(); for (int j = 0; j < shader.GetPropertyCount(); ++j) { string propertyName = shader.GetPropertyName(j); Assert.IsFalse(propertyNames.Contains(propertyName), $"{shader.name} has duplicated property {propertyName}!"); propertyNames.Add(propertyName); } } // When creating URP all required resources should be initialized. [Test] public void ValidateNewAssetResources() { UniversalRendererData data = ScriptableObject.CreateInstance(); UniversalRenderPipelineAsset asset = UniversalRenderPipelineAsset.Create(data); Assert.AreNotEqual(null, asset.defaultMaterial); Assert.AreNotEqual(null, asset.defaultParticleMaterial); Assert.AreNotEqual(null, asset.defaultLineMaterial); Assert.AreNotEqual(null, asset.defaultTerrainMaterial); Assert.AreNotEqual(null, asset.defaultShader); // URP doesn't override the following materials Assert.AreEqual(null, asset.defaultUIMaterial); Assert.AreEqual(null, asset.defaultUIOverdrawMaterial); Assert.AreEqual(null, asset.defaultUIETC1SupportedMaterial); Assert.AreEqual(null, asset.default2DMaterial); Assert.AreNotEqual(null, asset.m_EditorResourcesAsset, "Editor Resources should be initialized when creating a new pipeline."); Assert.AreNotEqual(null, asset.m_RendererDataList, "A default renderer data should be created when creating a new pipeline."); ScriptableObject.DestroyImmediate(asset); ScriptableObject.DestroyImmediate(data); } // When changing URP settings, all settings should be valid. [Test] public void ValidateAssetSettings() { // Create a new asset and validate invalid settings UniversalRendererData data = ScriptableObject.CreateInstance(); UniversalRenderPipelineAsset asset = UniversalRenderPipelineAsset.Create(data); if (asset != null) { asset.shadowDistance = -1.0f; Assert.GreaterOrEqual(asset.shadowDistance, 0.0f); asset.renderScale = -1.0f; Assert.GreaterOrEqual(asset.renderScale, UniversalRenderPipeline.minRenderScale); asset.renderScale = 32.0f; Assert.LessOrEqual(asset.renderScale, UniversalRenderPipeline.maxRenderScale); asset.shadowNormalBias = -1.0f; Assert.GreaterOrEqual(asset.shadowNormalBias, 0.0f); asset.shadowNormalBias = 32.0f; Assert.LessOrEqual(asset.shadowNormalBias, UniversalRenderPipeline.maxShadowBias); asset.shadowDepthBias = -1.0f; Assert.GreaterOrEqual(asset.shadowDepthBias, 0.0f); asset.shadowDepthBias = 32.0f; Assert.LessOrEqual(asset.shadowDepthBias, UniversalRenderPipeline.maxShadowBias); asset.maxAdditionalLightsCount = -1; Assert.GreaterOrEqual(asset.maxAdditionalLightsCount, 0); asset.maxAdditionalLightsCount = 32; Assert.LessOrEqual(asset.maxAdditionalLightsCount, UniversalRenderPipeline.maxPerObjectLights); } ScriptableObject.DestroyImmediate(asset); ScriptableObject.DestroyImmediate(data); } }