9092858a58
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!
187 lines
7.7 KiB
C#
187 lines
7.7 KiB
C#
using NUnit.Framework;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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using UnityEditor.Rendering.Universal.Internal;
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using UnityEngine.Experimental.Rendering.Universal;
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using UnityEngine.TestTools;
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class EditorTests
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{
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// When creating a new render pipeline asset it should not log any errors or throw exceptions.
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[Test]
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public void CreatePipelineAssetWithoutErrors()
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{
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// Test without any render pipeline assigned to GraphicsSettings.
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var renderPipelineAsset = GraphicsSettings.renderPipelineAsset;
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GraphicsSettings.renderPipelineAsset = null;
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try
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{
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UniversalRendererData data = ScriptableObject.CreateInstance<UniversalRendererData>();
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UniversalRenderPipelineAsset asset = UniversalRenderPipelineAsset.Create(data);
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LogAssert.NoUnexpectedReceived();
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ScriptableObject.DestroyImmediate(asset);
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ScriptableObject.DestroyImmediate(data);
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}
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// Makes sure the render pipeline is restored in case of a NullReference exception.
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finally
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{
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GraphicsSettings.renderPipelineAsset = renderPipelineAsset;
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}
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}
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// When creating a new Universal Renderer asset it should not log any errors or throw exceptions.
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[Test]
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public void CreateUniversalRendererAssetWithoutErrors()
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{
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// Test without any render pipeline assigned to GraphicsSettings.
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var renderPipelineAsset = GraphicsSettings.renderPipelineAsset;
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GraphicsSettings.renderPipelineAsset = null;
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try
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{
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var asset = ScriptableObject.CreateInstance<UniversalRendererData>();
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ResourceReloader.ReloadAllNullIn(asset, UniversalRenderPipelineAsset.packagePath);
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var renderer = asset.InternalCreateRenderer();
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LogAssert.NoUnexpectedReceived();
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renderer.Dispose();
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ScriptableObject.DestroyImmediate(asset);
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}
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// Makes sure the render pipeline is restored in case of a NullReference exception.
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finally
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{
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GraphicsSettings.renderPipelineAsset = renderPipelineAsset;
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}
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}
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// When creating a new renderer 2d asset it should not log any errors or throw exceptions.
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[Test]
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public void CreateRenderer2DAssetWithoutErrors()
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{
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// Test without any render pipeline assigned to GraphicsSettings.
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var renderPipelineAsset = GraphicsSettings.renderPipelineAsset;
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GraphicsSettings.renderPipelineAsset = null;
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try
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{
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var asset = ScriptableObject.CreateInstance<Renderer2DData>();
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ResourceReloader.ReloadAllNullIn(asset, UniversalRenderPipelineAsset.packagePath);
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var renderer = asset.InternalCreateRenderer();
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LogAssert.NoUnexpectedReceived();
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renderer.Dispose();
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ScriptableObject.DestroyImmediate(asset);
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}
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// Makes sure the render pipeline is restored in case of a NullReference exception.
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finally
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{
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GraphicsSettings.renderPipelineAsset = renderPipelineAsset;
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}
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}
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// Validate that resource Guids are valid
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[Test]
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public void ValidateBuiltinResourceFiles()
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{
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string templatePath = AssetDatabase.GUIDToAssetPath(ResourceGuid.rendererTemplate);
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Assert.IsFalse(string.IsNullOrEmpty(templatePath));
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string editorResourcesPath = AssetDatabase.GUIDToAssetPath(UniversalRenderPipelineAsset.editorResourcesGUID);
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Assert.IsFalse(string.IsNullOrEmpty(editorResourcesPath));
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}
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// Validate that ShaderUtils.GetShaderGUID results are valid and that ShaderUtils.GetShaderPath match shader names.
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[TestCase(ShaderPathID.Lit)]
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[TestCase(ShaderPathID.SimpleLit)]
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[TestCase(ShaderPathID.Unlit)]
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[TestCase(ShaderPathID.TerrainLit)]
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[TestCase(ShaderPathID.ParticlesLit)]
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[TestCase(ShaderPathID.ParticlesSimpleLit)]
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[TestCase(ShaderPathID.ParticlesUnlit)]
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[TestCase(ShaderPathID.BakedLit)]
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[TestCase(ShaderPathID.SpeedTree7)]
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[TestCase(ShaderPathID.SpeedTree7Billboard)]
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[TestCase(ShaderPathID.SpeedTree8)]
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public void ValidateShaderResources(ShaderPathID shaderPathID)
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{
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string path = AssetDatabase.GUIDToAssetPath(ShaderUtils.GetShaderGUID(shaderPathID));
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Assert.IsFalse(string.IsNullOrEmpty(path));
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var shader = AssetDatabase.LoadAssetAtPath<Shader>(path);
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Assert.AreEqual(shader.name, ShaderUtils.GetShaderPath(shaderPathID));
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var propertyNames = new System.Collections.Generic.HashSet<string>();
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for (int j = 0; j < shader.GetPropertyCount(); ++j)
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{
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string propertyName = shader.GetPropertyName(j);
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Assert.IsFalse(propertyNames.Contains(propertyName), $"{shader.name} has duplicated property {propertyName}!");
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propertyNames.Add(propertyName);
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}
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}
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// When creating URP all required resources should be initialized.
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[Test]
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public void ValidateNewAssetResources()
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{
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UniversalRendererData data = ScriptableObject.CreateInstance<UniversalRendererData>();
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UniversalRenderPipelineAsset asset = UniversalRenderPipelineAsset.Create(data);
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Assert.AreNotEqual(null, asset.defaultMaterial);
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Assert.AreNotEqual(null, asset.defaultParticleMaterial);
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Assert.AreNotEqual(null, asset.defaultLineMaterial);
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Assert.AreNotEqual(null, asset.defaultTerrainMaterial);
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Assert.AreNotEqual(null, asset.defaultShader);
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// URP doesn't override the following materials
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Assert.AreEqual(null, asset.defaultUIMaterial);
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Assert.AreEqual(null, asset.defaultUIOverdrawMaterial);
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Assert.AreEqual(null, asset.defaultUIETC1SupportedMaterial);
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Assert.AreEqual(null, asset.default2DMaterial);
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Assert.AreNotEqual(null, asset.m_EditorResourcesAsset, "Editor Resources should be initialized when creating a new pipeline.");
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Assert.AreNotEqual(null, asset.m_RendererDataList, "A default renderer data should be created when creating a new pipeline.");
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ScriptableObject.DestroyImmediate(asset);
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ScriptableObject.DestroyImmediate(data);
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}
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// When changing URP settings, all settings should be valid.
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[Test]
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public void ValidateAssetSettings()
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{
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// Create a new asset and validate invalid settings
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UniversalRendererData data = ScriptableObject.CreateInstance<UniversalRendererData>();
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UniversalRenderPipelineAsset asset = UniversalRenderPipelineAsset.Create(data);
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if (asset != null)
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{
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asset.shadowDistance = -1.0f;
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Assert.GreaterOrEqual(asset.shadowDistance, 0.0f);
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asset.renderScale = -1.0f;
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Assert.GreaterOrEqual(asset.renderScale, UniversalRenderPipeline.minRenderScale);
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asset.renderScale = 32.0f;
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Assert.LessOrEqual(asset.renderScale, UniversalRenderPipeline.maxRenderScale);
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asset.shadowNormalBias = -1.0f;
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Assert.GreaterOrEqual(asset.shadowNormalBias, 0.0f);
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asset.shadowNormalBias = 32.0f;
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Assert.LessOrEqual(asset.shadowNormalBias, UniversalRenderPipeline.maxShadowBias);
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asset.shadowDepthBias = -1.0f;
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Assert.GreaterOrEqual(asset.shadowDepthBias, 0.0f);
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asset.shadowDepthBias = 32.0f;
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Assert.LessOrEqual(asset.shadowDepthBias, UniversalRenderPipeline.maxShadowBias);
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asset.maxAdditionalLightsCount = -1;
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Assert.GreaterOrEqual(asset.maxAdditionalLightsCount, 0);
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asset.maxAdditionalLightsCount = 32;
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Assert.LessOrEqual(asset.maxAdditionalLightsCount, UniversalRenderPipeline.maxPerObjectLights);
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}
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ScriptableObject.DestroyImmediate(asset);
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ScriptableObject.DestroyImmediate(data);
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}
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}
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