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!
80 lines
2.5 KiB
C#
80 lines
2.5 KiB
C#
using UnityEngine.TestTools;
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using NUnit.Framework;
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using System.Collections;
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using UnityEngine;
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using UnityEngine.Rendering.Universal;
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using UnityEngine.Rendering;
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[TestFixture]
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class RuntimeTests
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{
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GameObject go;
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Camera camera;
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RenderPipelineAsset currentAssetGraphics;
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RenderPipelineAsset currentAssetQuality;
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[SetUp]
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public void Setup()
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{
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go = new GameObject();
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camera = go.AddComponent<Camera>();
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currentAssetGraphics = GraphicsSettings.renderPipelineAsset;
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currentAssetQuality = QualitySettings.renderPipeline;
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}
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[TearDown]
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public void Cleanup()
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{
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GraphicsSettings.renderPipelineAsset = currentAssetGraphics;
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QualitySettings.renderPipeline = currentAssetQuality;
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Object.DestroyImmediate(go);
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}
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// When URP pipeline is active, lightsUseLinearIntensity must match active color space.
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[UnityTest]
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public IEnumerator PipelineHasCorrectColorSpace()
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{
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AssetCheck();
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camera.Render();
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yield return null;
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Assert.AreEqual(QualitySettings.activeColorSpace == ColorSpace.Linear, GraphicsSettings.lightsUseLinearIntensity,
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"GraphicsSettings.lightsUseLinearIntensity must match active color space.");
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}
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// When switching to URP it sets "UniversalPipeline" as global shader tag.
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// When switching to Built-in it sets "" as global shader tag.
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#if UNITY_EDITOR // TODO This API call does not reset in player
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[UnityTest]
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public IEnumerator PipelineSetsAndRestoreGlobalShaderTagCorrectly()
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{
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AssetCheck();
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camera.Render();
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yield return null;
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Assert.AreEqual("UniversalPipeline", Shader.globalRenderPipeline, "Wrong render pipeline shader tag.");
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GraphicsSettings.renderPipelineAsset = null;
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QualitySettings.renderPipeline = null;
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camera.Render();
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yield return null;
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Assert.AreEqual("", Shader.globalRenderPipeline, "Render Pipeline shader tag is not restored.");
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}
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#endif
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void AssetCheck()
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{
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//Assert.IsNotNull(currentAssetGraphics, "Render Pipeline Asset is Null");
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// Temp fix, test passes if project isnt setup for Universal RP
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if (RenderPipelineManager.currentPipeline == null)
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Assert.Pass("Render Pipeline Asset is Null, test pass by default");
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Assert.AreEqual(RenderPipelineManager.currentPipeline.GetType(), typeof(UniversalRenderPipeline),
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"Pipeline Asset is not Universal RP");
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}
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}
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