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using System.Linq;
using NUnit.Framework;
using UnityEngine;
namespace VRMShaders
{
public class MetallicRoughnessConverterTests
{
private Color32 ImportPixel(Color32 metallicRoughnessPixel, float metallicFactor, float roughnessFactor, Color32 occlusionPixel)
{
var metallicRoughnessTexture = new Texture2D(4, 4, TextureFormat.ARGB32, mipChain: false, linear: true);
metallicRoughnessTexture.SetPixels32(Enumerable.Range(0, 16).Select(_ => metallicRoughnessPixel).ToArray());
metallicRoughnessTexture.Apply();
var occlusionTexture = new Texture2D(4, 4, TextureFormat.ARGB32, mipChain: false, linear: true);
occlusionTexture.SetPixels32(Enumerable.Range(0, 16).Select(_ => occlusionPixel).ToArray());
occlusionTexture.Apply();
var converted = OcclusionMetallicRoughnessConverter.Import(
metallicRoughnessTexture,
metallicFactor,
roughnessFactor,
occlusionTexture,
false
);
var result = converted.GetPixels32()[0];
UnityEngine.Object.DestroyImmediate(metallicRoughnessTexture);
UnityEngine.Object.DestroyImmediate(occlusionTexture);
UnityEngine.Object.DestroyImmediate(converted);
return result;
}
[Test]
public void ExportingColorTest()
{
{
var smoothness = 1.0f;
Assert.That(
OcclusionMetallicRoughnessConverter.ExportPixel(new Color32(255, 255, 255, 255), smoothness, default),
// r <- 0 : (Unused)
// g <- 0 : ((1 - src.a(as float) * smoothness) ^ 2)(as uint8)
// b <- 255 : Same metallic (src.r)
// a <- 255 : (Unused)
Is.EqualTo(new Color32(0, 0, 255, 255)));
}
{
var smoothness = 0.5f;
Assert.That(
OcclusionMetallicRoughnessConverter.ExportPixel(new Color32(255, 255, 255, 255), smoothness, default),
// r <- 0 : (Unused)
// g <- 63 : ((1 - src.a(as float) * smoothness) ^ 2)(as uint8)
// b <- 255 : Same metallic (src.r)
// a <- 255 : (Unused)
Is.EqualTo(new Color32(0, 127, 255, 255)));
}
{
var smoothness = 0.0f;
Assert.That(
OcclusionMetallicRoughnessConverter.ExportPixel(new Color32(255, 255, 255, 255), smoothness, default),
// r <- 0 : (Unused)
// g <- 255 : ((1 - src.a(as float) * smoothness) ^ 2)(as uint8)
// b <- 255 : Same metallic (src.r)
// a <- 255 : (Unused)
Is.EqualTo(new Color32(0, 255, 255, 255)));
}
}
[Test]
public void ImportingColorTest()
{
{
var roughnessFactor = 1.0f;
Assert.That(
ImportPixel(new Color32(255, 255, 255, 255), 1.0f, roughnessFactor, default),
// r <- 255 : metallic (metallicRoughness.b * metallicFactor)
// g <- 0 : occlusion (occlusion.r)
// b <- 0 : (Unused)
// a <- 0 : smoothness (1.0 - (metallicRoughness.g * roughnessFactor))
Is.EqualTo(new Color32(255, 0, 0, 0)));
}
{
var roughnessFactor = 1.0f;
Assert.That(
ImportPixel(new Color32(255, 127, 255, 255), 1.0f, roughnessFactor, default),
// r <- 255 : metallic (metallicRoughness.b * metallicFactor)
// g <- 0 : occlusion (occlusion.r)
// b <- 0 : (Unused)
// a <- 128 : smoothness (1.0 - (metallicRoughness.g * roughnessFactor))
Is.EqualTo(new Color32(255, 0, 0, 128))); // A:smoothness = 1.0 - (0.5 * 1.0) = 0.5
}
{
var roughnessFactor = 0.5f;
Assert.That(
ImportPixel(new Color32(255, 127, 255, 255), 1.0f, roughnessFactor, default),
// r <- 255 : metallic (metallicRoughness.b * metallicFactor)
// g <- 0 : occlusion (occlusion.r)
// b <- 0 : (Unused)
// a <- 191 : smoothness (1.0 - (metallicRoughness.g * roughnessFactor))
Is.EqualTo(new Color32(255, 0, 0, 191))); // A:smoothness = 1.0 - (0.5 * 0.5) = 0.75
}
{
var roughnessFactor = 0.0f;
Assert.That(
ImportPixel(new Color32(255, 255, 255, 255), 1.0f, roughnessFactor, default),
// r <- 255 : metallic (metallicRoughness.b * metallicFactor)
// g <- 0 : occlusion (occlusion.r)
// b <- 0 : (Unused)
// a <- 255 : smoothness (1.0 - (metallicRoughness.g * roughnessFactor))
Is.EqualTo(new Color32(255, 0, 0, 255)));
}
{
Assert.That(
ImportPixel(new Color32(222, 200, 100, 255), 0.5f, 0.25f, new Color32(127, 0, 0, 0)),
// r <- 50 : metallic (metallicRoughness.b * metallicFactor)
// g <- 127 : occlusion (occlusion.r)
// b <- 0 : (Unused)
// a <- 205 : smoothness (1.0 - (metallicRoughness.g * roughnessFactor))
Is.EqualTo(new Color32(50, 127, 0, 205)));
}
}
[Test]
public void ExportMetallicSmoothnessOcclusion_Test()
{
var metallic = new Texture2D(4, 4, TextureFormat.ARGB32, false, true);
var occlusion = new Texture2D(4, 4, TextureFormat.ARGB32, false, true);
{
var exporter = new TextureExporter(new EditorTextureSerializer());
Assert.AreEqual(-1, exporter.RegisterExportingAsCombinedGltfPbrParameterTextureFromUnityStandardTextures(null, 0, null));
}
{
var exporter = new TextureExporter(new EditorTextureSerializer());
Assert.AreEqual(0, exporter.RegisterExportingAsCombinedGltfPbrParameterTextureFromUnityStandardTextures(metallic, 0, occlusion));
Assert.AreEqual(0, exporter.RegisterExportingAsCombinedGltfPbrParameterTextureFromUnityStandardTextures(metallic, 0, occlusion));
}
{
var exporter = new TextureExporter(new EditorTextureSerializer());
Assert.AreEqual(0, exporter.RegisterExportingAsCombinedGltfPbrParameterTextureFromUnityStandardTextures(null, 0, occlusion));
Assert.AreEqual(1, exporter.RegisterExportingAsCombinedGltfPbrParameterTextureFromUnityStandardTextures(metallic, 0, null));
}
{
// NOTE: 部分集合が一致していても、Combined テクスチャとしては別物としてみなす.
// 正しい PBR Material の作り方をしていればまず該当しないエッジケースのため、ファイル容量増加を許容する.
var exporter = new TextureExporter(new EditorTextureSerializer());
Assert.AreEqual(0, exporter.RegisterExportingAsCombinedGltfPbrParameterTextureFromUnityStandardTextures(metallic, 0, occlusion));
Assert.AreEqual(1, exporter.RegisterExportingAsCombinedGltfPbrParameterTextureFromUnityStandardTextures(null, 0, occlusion));
Assert.AreEqual(2, exporter.RegisterExportingAsCombinedGltfPbrParameterTextureFromUnityStandardTextures(metallic, 0, null));
}
}
}
}