using NUnit.Framework; using UnityEditor; using UnityEngine; namespace VRMShaders { public class TextureBytesTests { static string AssetPath = "Assets/VRMShaders/GLTF/IO/Tests"; [Test] public void NonReadablePng() { var nonReadableTex = AssetDatabase.LoadAssetAtPath($"{AssetPath}/4x4_non_readable.png"); Assert.False(nonReadableTex.isReadable); var (bytes, mime) = new EditorTextureSerializer().ExportBytesWithMime(nonReadableTex, ColorSpace.sRGB); Assert.NotNull(bytes); } [Test] public void NonReadableDds() { var readonlyTexture = AssetDatabase.LoadAssetAtPath($"{AssetPath}/4x4_non_readable_compressed.dds"); Assert.False(readonlyTexture.isReadable); var (bytes, mime) = new EditorTextureSerializer().ExportBytesWithMime(readonlyTexture, ColorSpace.sRGB); Assert.NotNull(bytes); } } }