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2021-06-13 10:28:03 +02:00
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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
{
ForwardRendererData data = ScriptableObject.CreateInstance<ForwardRendererData>();
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 forward renderer asset it should not log any errors or throw exceptions.
[Test]
public void CreateForwardRendererAssetWithoutErrors()
{
// Test without any render pipeline assigned to GraphicsSettings.
var renderPipelineAsset = GraphicsSettings.renderPipelineAsset;
GraphicsSettings.renderPipelineAsset = null;
try
{
var asset = ScriptableObject.CreateInstance<ForwardRendererData>();
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));
}
// When creating URP all required resources should be initialized.
[Test]
public void ValidateNewAssetResources()
{
ForwardRendererData data = ScriptableObject.CreateInstance<ForwardRendererData>();
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
ForwardRendererData data = ScriptableObject.CreateInstance<ForwardRendererData>();
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);
}
}

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{
"name": "Unity.RenderPipelines.Universal.Editor.Tests",
"references": [
"GUID:15fc0a57446b3144c949da3e2b9737a9",
"GUID:c579267770062bf448e75eb160330b7f",
"GUID:df380645f10b7bc4b97d4f5eb6303d95",
"GUID:27619889b8ba8c24980f49ee34dbb44a",
"GUID:0acc523941302664db1f4e527237feb3"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": true,
"overrideReferences": true,
"precompiledReferences": [
"nunit.framework.dll"
],
"autoReferenced": false,
"defineConstraints": [
"UNITY_INCLUDE_TESTS"
],
"versionDefines": []
}