Firstborn/Library/PackageCache/com.unity.render-pipelines..../Tests/Editor/EditorTests.cs
Schaken-Mods 9092858a58 updated to the latest editor
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
2023-05-07 17:43:11 -05:00

187 lines
7.7 KiB
C#

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<UniversalRendererData>();
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<UniversalRendererData>();
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<Renderer2DData>();
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<Shader>(path);
Assert.AreEqual(shader.name, ShaderUtils.GetShaderPath(shaderPathID));
var propertyNames = new System.Collections.Generic.HashSet<string>();
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<UniversalRendererData>();
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<UniversalRendererData>();
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);
}
}