165 lines
7.1 KiB
C#
165 lines
7.1 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.Profiling;
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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;
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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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// 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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}
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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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if (GraphicsSettings.currentRenderPipeline is not UniversalRenderPipelineAsset)
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{
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Assert.Ignore("This test is only available when URP is the current pipeline.");
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return;
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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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UniversalRenderPipelineGlobalSettings.Ensure();
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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.AreEqual(null, asset.default2DMaskMaterial);
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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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// When working with SpeedTree v7 assets, UniversalSpeedTree8Upgrader should not throw exception
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[Test]
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public void UniversalSpeedTree8Upgrader_ShouldntThrowExceptionWhenImportingSpeedTree7Assets()
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{
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const string STv7AssetName = "EuropeanBeech_Desktop.spm";
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const string STv7AssetPath = "Assets/CommonAssets/SpeedTree/SpeedTreeV7/EU_Beech/" + STv7AssetName;
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// Ensure this is not thrown:
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// NullReferenceException: Object reference not set to an instance of an object
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// UnityEditor.Rendering.SpeedTree8MaterialUpgrader.GetWindQuality
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// UnityEditor.Rendering.SpeedTree8MaterialUpgrader.UpgradeWindQuality
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// UnityEditor.Rendering.SpeedTree8MaterialUpgrader.SpeedTree8MaterialFinalizer
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// UnityEditor.Rendering.Universal.UniversalSpeedTree8Upgrader.UniversalSpeedTree8MaterialFinalizer
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Assert.DoesNotThrow(() => AssetDatabase.ImportAsset(STv7AssetPath));
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}
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[Test]
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public void UseReAllocateIfNeededWithoutTextureLeak()
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{
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Object[] pretestTextures = Resources.FindObjectsOfTypeAll(typeof(Texture));
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RTHandle myHandle = default(RTHandle);
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// URP is not initlized in test framework, init RTHandlePool here which is required for this test.
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if (UniversalRenderPipeline.s_RTHandlePool == null)
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{
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UniversalRenderPipeline.s_RTHandlePool = new RTHandleResourcePool();
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}
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// Realloc RTHandle 100 times with different resolution.
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for (int i = 0; i < 100; i++)
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{
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RenderTextureDescriptor rtd = new RenderTextureDescriptor(1, 1 + i, GraphicsFormat.R8G8B8A8_UNorm, GraphicsFormat.None);
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RenderingUtils.ReAllocateHandleIfNeeded(ref myHandle, rtd, FilterMode.Point, TextureWrapMode.Clamp);
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}
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UniversalRenderPipeline.s_RTHandlePool.Cleanup();
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RTHandles.Release(myHandle);
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Object[] posttestTextures = Resources.FindObjectsOfTypeAll(typeof(Texture));
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Assert.AreEqual(pretestTextures.Length, posttestTextures.Length, "A texture leak is detected when using RenderingUtils.ReAllocateIfNeeded.");
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}
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}
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