Julien Ignace
7 年前
当前提交
1a984f4b
共有 10 个文件被更改,包括 271 次插入 和 315 次删除
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRenderPipelineMenuItems.cs
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8ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/LayeredLit/LayeredLitUI.cs
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528ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitProperties.hlsl
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/AtmosphericScattering/AtmosphericScattering.hlsl
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2Tests/Scripts/Editor/GraphicTests/HDRenderPipeline/PlayModeTest/PlayModeTestsUI.cs
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6Tests/Scripts/GraphicTests/Framework/TestFrameworkPlayMode.cs
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1Tests/Scripts/GraphicTests/HDRenderPipeline/DebugViewController.cs
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3Tests/Scripts/GraphicTests/HDRenderPipeline/SinScale.cs
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11Tests/Scripts/Editor/GraphicTests/Framework/PlayModeTestable.cs.meta
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21Tests/Scripts/Editor/GraphicTests/Framework/PlayModeTestable.cs
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// =========================================================================== |
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// WARNING: |
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// On PS4, texture/sampler declarations need to be outside of CBuffers |
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// Otherwise those parameters are not bound correctly at runtime. |
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// =========================================================================== |
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TEXTURE2D(_DistortionVectorMap); |
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SAMPLER(sampler_DistortionVectorMap); |
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TEXTURE2D(_EmissiveColorMap); |
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SAMPLER(sampler_EmissiveColorMap); |
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#ifndef LAYERED_LIT_SHADER |
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TEXTURE2D(_DiffuseLightingMap); |
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SAMPLER(sampler_DiffuseLightingMap); |
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TEXTURE2D(_BaseColorMap); |
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SAMPLER(sampler_BaseColorMap); |
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TEXTURE2D(_MaskMap); |
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SAMPLER(sampler_MaskMap); |
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TEXTURE2D(_BentNormalMap); // Reuse sampler from normal map |
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SAMPLER(sampler_BentNormalMap); |
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TEXTURE2D(_NormalMap); |
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SAMPLER(sampler_NormalMap); |
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TEXTURE2D(_NormalMapOS); |
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SAMPLER(sampler_NormalMapOS); |
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TEXTURE2D(_DetailMap); |
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SAMPLER(sampler_DetailMap); |
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TEXTURE2D(_HeightMap); |
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SAMPLER(sampler_HeightMap); |
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TEXTURE2D(_TangentMap); |
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SAMPLER(sampler_TangentMap); |
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TEXTURE2D(_TangentMapOS); |
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SAMPLER(sampler_TangentMapOS); |
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TEXTURE2D(_AnisotropyMap); |
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SAMPLER(sampler_AnisotropyMap); |
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TEXTURE2D(_SubsurfaceMaskMap); |
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SAMPLER(sampler_SubsurfaceMaskMap); |
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TEXTURE2D(_ThicknessMap); |
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SAMPLER(sampler_ThicknessMap); |
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TEXTURE2D(_SpecularColorMap); |
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SAMPLER(sampler_SpecularColorMap); |
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TEXTURE2D(_TransmittanceColorMap); |
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SAMPLER(sampler_TransmittanceColorMap); |
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#else |
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// Set of users variables |
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#define PROP_DECL(type, name) type name##0, name##1, name##2, name##3 |
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// sampler are share by texture type inside a layered material but we need to support that a particualr layer have no texture, so we take the first sampler of available texture as the share one |
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// mean we must declare all sampler |
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#define PROP_DECL_TEX2D(name)\ |
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TEXTURE2D(MERGE_NAME(name, 0)); \ |
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SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 0)); \ |
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TEXTURE2D(MERGE_NAME(name, 1)); \ |
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SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 1)); \ |
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TEXTURE2D(MERGE_NAME(name, 2)); \ |
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SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 2)); \ |
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TEXTURE2D(MERGE_NAME(name, 3)); \ |
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SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 3)) |
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PROP_DECL_TEX2D(_BaseColorMap); |
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PROP_DECL_TEX2D(_MaskMap); |
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PROP_DECL_TEX2D(_BentNormalMap); |
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PROP_DECL_TEX2D(_NormalMap); |
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PROP_DECL_TEX2D(_NormalMapOS); |
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PROP_DECL_TEX2D(_DetailMap); |
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PROP_DECL_TEX2D(_HeightMap); |
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PROP_DECL_TEX2D(_SubsurfaceMaskMap); |
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PROP_DECL_TEX2D(_ThicknessMap); |
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TEXTURE2D(_LayerMaskMap); |
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SAMPLER(sampler_LayerMaskMap); |
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TEXTURE2D(_LayerInfluenceMaskMap); |
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SAMPLER(sampler_LayerInfluenceMaskMap); |
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#endif |
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CBUFFER_START(UnityPerMaterial) |
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// shared constant between lit and layered lit |
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float _AlphaCutoff; |
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float _AlphaCutoffPrepass; |
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float _AlphaCutoffPostpass; |
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float4 _DoubleSidedConstants; |
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float _DistortionScale; |
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float _DistortionVectorScale; |
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float _DistortionVectorBias; |
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float _DistortionBlurScale; |
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float _DistortionBlurRemapMin; |
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float _DistortionBlurRemapMax; |
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float _PPDMaxSamples; |
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float _PPDMinSamples; |
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float _PPDLodThreshold; |
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float3 _EmissiveColor; |
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float _EmissiveIntensity; |
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float _AlbedoAffectEmissive; |
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float _EnableSpecularOcclusion; |
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// Transparency |
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float3 _TransmittanceColor; |
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float _IOR; |
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float _ATDistance; |
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float _ThicknessMultiplier; |
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// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" |
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// value that exist to identify if the GI emission need to be enabled. |
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// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it. |
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// TODO: Fix the code in legacy unity so we can customize the beahvior for GI |
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float3 _EmissionColor; |
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float4 _EmissiveColorMap_ST; |
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float _TexWorldScaleEmissive; |
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float4 _UVMappingMaskEmissive; |
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float4 _InvPrimScale; // Only XY are used |
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// Wind |
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float _InitialBend; |
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float _Stiffness; |
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float _Drag; |
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float _ShiverDrag; |
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float _ShiverDirectionality; |
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#ifndef LAYERED_LIT_SHADER |
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// Set of users variables |
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float4 _BaseColor; |
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float4 _BaseColorMap_ST; |
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float4 _BaseColorMap_TexelSize; |
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float4 _BaseColorMap_MipInfo; |
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float _Metallic; |
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float _Smoothness; |
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float _SmoothnessRemapMin; |
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float _SmoothnessRemapMax; |
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float _AORemapMin; |
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float _AORemapMax; |
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float _NormalScale; |
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float4 _DetailMap_ST; |
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float _DetailAlbedoScale; |
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float _DetailNormalScale; |
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float _DetailSmoothnessScale; |
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float4 _HeightMap_TexelSize; // Unity facility. This will provide the size of the heightmap to the shader |
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float _HeightAmplitude; |
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float _HeightCenter; |
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float _Anisotropy; |
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int _DiffusionProfile; |
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float _SubsurfaceMask; |
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float _Thickness; |
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float4 _ThicknessRemap; |
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float _CoatMask; |
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// =========================================================================== |
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// WARNING: |
|||
// On PS4, texture/sampler declarations need to be outside of CBuffers |
|||
// Otherwise those parameters are not bound correctly at runtime. |
|||
// =========================================================================== |
|||
|
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TEXTURE2D(_DistortionVectorMap); |
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SAMPLER(sampler_DistortionVectorMap); |
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TEXTURE2D(_EmissiveColorMap); |
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SAMPLER(sampler_EmissiveColorMap); |
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#ifndef LAYERED_LIT_SHADER |
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TEXTURE2D(_DiffuseLightingMap); |
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SAMPLER(sampler_DiffuseLightingMap); |
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TEXTURE2D(_BaseColorMap); |
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SAMPLER(sampler_BaseColorMap); |
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TEXTURE2D(_MaskMap); |
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SAMPLER(sampler_MaskMap); |
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TEXTURE2D(_BentNormalMap); // Reuse sampler from normal map |
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SAMPLER(sampler_BentNormalMap); |
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TEXTURE2D(_NormalMap); |
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SAMPLER(sampler_NormalMap); |
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TEXTURE2D(_NormalMapOS); |
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SAMPLER(sampler_NormalMapOS); |
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TEXTURE2D(_DetailMap); |
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SAMPLER(sampler_DetailMap); |
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TEXTURE2D(_HeightMap); |
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SAMPLER(sampler_HeightMap); |
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TEXTURE2D(_TangentMap); |
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SAMPLER(sampler_TangentMap); |
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TEXTURE2D(_TangentMapOS); |
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SAMPLER(sampler_TangentMapOS); |
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TEXTURE2D(_AnisotropyMap); |
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SAMPLER(sampler_AnisotropyMap); |
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TEXTURE2D(_SubsurfaceMaskMap); |
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SAMPLER(sampler_SubsurfaceMaskMap); |
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TEXTURE2D(_ThicknessMap); |
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SAMPLER(sampler_ThicknessMap); |
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TEXTURE2D(_SpecularColorMap); |
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SAMPLER(sampler_SpecularColorMap); |
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TEXTURE2D(_TransmittanceColorMap); |
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SAMPLER(sampler_TransmittanceColorMap); |
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#else |
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// Set of users variables |
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#define PROP_DECL(type, name) type name##0, name##1, name##2, name##3 |
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// sampler are share by texture type inside a layered material but we need to support that a particualr layer have no texture, so we take the first sampler of available texture as the share one |
|||
// mean we must declare all sampler |
|||
#define PROP_DECL_TEX2D(name)\ |
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TEXTURE2D(MERGE_NAME(name, 0)); \ |
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SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 0)); \ |
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TEXTURE2D(MERGE_NAME(name, 1)); \ |
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SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 1)); \ |
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TEXTURE2D(MERGE_NAME(name, 2)); \ |
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SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 2)); \ |
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TEXTURE2D(MERGE_NAME(name, 3)); \ |
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SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 3)) |
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PROP_DECL_TEX2D(_BaseColorMap); |
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PROP_DECL_TEX2D(_MaskMap); |
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PROP_DECL_TEX2D(_BentNormalMap); |
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PROP_DECL_TEX2D(_NormalMap); |
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PROP_DECL_TEX2D(_NormalMapOS); |
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PROP_DECL_TEX2D(_DetailMap); |
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PROP_DECL_TEX2D(_HeightMap); |
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PROP_DECL_TEX2D(_SubsurfaceMaskMap); |
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PROP_DECL_TEX2D(_ThicknessMap); |
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TEXTURE2D(_LayerMaskMap); |
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SAMPLER(sampler_LayerMaskMap); |
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TEXTURE2D(_LayerInfluenceMaskMap); |
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SAMPLER(sampler_LayerInfluenceMaskMap); |
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#endif |
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CBUFFER_START(UnityPerMaterial) |
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|
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// shared constant between lit and layered lit |
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float _AlphaCutoff; |
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float _AlphaCutoffPrepass; |
|||
float _AlphaCutoffPostpass; |
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float4 _DoubleSidedConstants; |
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float _DistortionScale; |
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float _DistortionVectorScale; |
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float _DistortionVectorBias; |
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float _DistortionBlurScale; |
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float _DistortionBlurRemapMin; |
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float _DistortionBlurRemapMax; |
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float _PPDMaxSamples; |
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float _PPDMinSamples; |
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float _PPDLodThreshold; |
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|
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float3 _EmissiveColor; |
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float _EmissiveIntensity; |
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float _AlbedoAffectEmissive; |
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|
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float _EnableSpecularOcclusion; |
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// Transparency |
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float3 _TransmittanceColor; |
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float _IOR; |
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float _ATDistance; |
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float _ThicknessMultiplier; |
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|
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// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" |
|||
// value that exist to identify if the GI emission need to be enabled. |
|||
// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it. |
|||
// TODO: Fix the code in legacy unity so we can customize the beahvior for GI |
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float3 _EmissionColor; |
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float4 _EmissiveColorMap_ST; |
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float _TexWorldScaleEmissive; |
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float4 _UVMappingMaskEmissive; |
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float4 _InvPrimScale; // Only XY are used |
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// Wind |
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float _InitialBend; |
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float _Stiffness; |
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float _Drag; |
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float _ShiverDrag; |
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float _ShiverDirectionality; |
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#ifndef LAYERED_LIT_SHADER |
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// Set of users variables |
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float4 _BaseColor; |
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float4 _BaseColorMap_ST; |
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float4 _BaseColorMap_TexelSize; |
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float4 _BaseColorMap_MipInfo; |
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float _Metallic; |
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float _Smoothness; |
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float _SmoothnessRemapMin; |
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float _SmoothnessRemapMax; |
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float _AORemapMin; |
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float _AORemapMax; |
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float _NormalScale; |
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float4 _DetailMap_ST; |
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float _DetailAlbedoScale; |
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float _DetailNormalScale; |
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float _DetailSmoothnessScale; |
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float4 _HeightMap_TexelSize; // Unity facility. This will provide the size of the heightmap to the shader |
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float _HeightAmplitude; |
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float _HeightCenter; |
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float _Anisotropy; |
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int _DiffusionProfile; |
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float _SubsurfaceMask; |
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float _Thickness; |
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float4 _ThicknessRemap; |
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float _CoatMask; |
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float _EnergyConservingSpecularColor; |
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float _TexWorldScale; |
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float _InvTilingScale; |
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float4 _UVMappingMask; |
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float4 _UVDetailsMappingMask; |
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float _LinkDetailsWithBase; |
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#else // LAYERED_LIT_SHADER |
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// Set of users variables |
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PROP_DECL(float4, _BaseColor); |
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float4 _BaseColorMap0_ST; |
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float4 _BaseColorMap1_ST; |
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float4 _BaseColorMap2_ST; |
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float4 _BaseColorMap3_ST; |
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float4 _BaseColorMap0_TexelSize; |
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float4 _BaseColorMap0_MipInfo; |
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PROP_DECL(float, _Metallic); |
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PROP_DECL(float, _Smoothness); |
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PROP_DECL(float, _SmoothnessRemapMin); |
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PROP_DECL(float, _SmoothnessRemapMax); |
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PROP_DECL(float, _AORemapMin); |
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PROP_DECL(float, _AORemapMax); |
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PROP_DECL(float, _NormalScale); |
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float4 _NormalMap0_TexelSize; // Unity facility. This will provide the size of the base normal to the shader |
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float4 _HeightMap0_TexelSize; |
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float4 _HeightMap1_TexelSize; |
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float4 _HeightMap2_TexelSize; |
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float4 _HeightMap3_TexelSize; |
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float4 _DetailMap0_ST; |
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float4 _DetailMap1_ST; |
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float4 _DetailMap2_ST; |
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float4 _DetailMap3_ST; |
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PROP_DECL(float, _UVDetail); |
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PROP_DECL(float, _DetailAlbedoScale); |
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PROP_DECL(float, _DetailNormalScale); |
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PROP_DECL(float, _DetailSmoothnessScale); |
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PROP_DECL(float, _HeightAmplitude); |
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PROP_DECL(float, _HeightCenter); |
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PROP_DECL(int, _DiffusionProfile); |
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PROP_DECL(float, _SubsurfaceMask); |
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PROP_DECL(float, _Thickness); |
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PROP_DECL(float4, _ThicknessRemap); |
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PROP_DECL(float, _OpacityAsDensity); |
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float _InheritBaseNormal1; |
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float _InheritBaseNormal2; |
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float _InheritBaseNormal3; |
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float _InheritBaseHeight1; |
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float _InheritBaseHeight2; |
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float _InheritBaseHeight3; |
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float _InheritBaseColor1; |
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float _InheritBaseColor2; |
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float _InheritBaseColor3; |
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PROP_DECL(float, _HeightOffset); |
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float _HeightTransition; |
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float4 _LayerMaskMap_ST; |
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float _TexWorldScaleBlendMask; |
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PROP_DECL(float, _TexWorldScale); |
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PROP_DECL(float, _InvTilingScale); |
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float4 _UVMappingMaskBlendMask; |
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PROP_DECL(float4, _UVMappingMask); |
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PROP_DECL(float4, _UVDetailsMappingMask); |
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PROP_DECL(float, _LinkDetailsWithBase); |
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#endif // LAYERED_LIT_SHADER |
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// Tessellation specific |
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#ifdef TESSELLATION_ON |
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float _TessellationFactor; |
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float _TessellationFactorMinDistance; |
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float _TessellationFactorMaxDistance; |
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float _TessellationFactorTriangleSize; |
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float _TessellationShapeFactor; |
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float _TessellationBackFaceCullEpsilon; |
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float _TessellationObjectScale; |
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float _TessellationTilingScale; |
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#endif |
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CBUFFER_END |
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float _EnergyConservingSpecularColor; |
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float _TexWorldScale; |
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float _InvTilingScale; |
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float4 _UVMappingMask; |
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float4 _UVDetailsMappingMask; |
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float _LinkDetailsWithBase; |
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#else // LAYERED_LIT_SHADER |
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// Set of users variables |
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PROP_DECL(float4, _BaseColor); |
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float4 _BaseColorMap0_ST; |
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float4 _BaseColorMap1_ST; |
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float4 _BaseColorMap2_ST; |
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float4 _BaseColorMap3_ST; |
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float4 _BaseColorMap0_TexelSize; |
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float4 _BaseColorMap0_MipInfo; |
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PROP_DECL(float, _Metallic); |
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PROP_DECL(float, _Smoothness); |
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PROP_DECL(float, _SmoothnessRemapMin); |
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PROP_DECL(float, _SmoothnessRemapMax); |
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PROP_DECL(float, _AORemapMin); |
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PROP_DECL(float, _AORemapMax); |
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PROP_DECL(float, _NormalScale); |
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float4 _NormalMap0_TexelSize; // Unity facility. This will provide the size of the base normal to the shader |
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|
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float4 _HeightMap0_TexelSize; |
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float4 _HeightMap1_TexelSize; |
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float4 _HeightMap2_TexelSize; |
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float4 _HeightMap3_TexelSize; |
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float4 _DetailMap0_ST; |
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float4 _DetailMap1_ST; |
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float4 _DetailMap2_ST; |
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float4 _DetailMap3_ST; |
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PROP_DECL(float, _UVDetail); |
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PROP_DECL(float, _DetailAlbedoScale); |
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PROP_DECL(float, _DetailNormalScale); |
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PROP_DECL(float, _DetailSmoothnessScale); |
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PROP_DECL(float, _HeightAmplitude); |
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PROP_DECL(float, _HeightCenter); |
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PROP_DECL(int, _DiffusionProfile); |
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PROP_DECL(float, _SubsurfaceMask); |
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PROP_DECL(float, _Thickness); |
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PROP_DECL(float4, _ThicknessRemap); |
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PROP_DECL(float, _OpacityAsDensity); |
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float _InheritBaseNormal1; |
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float _InheritBaseNormal2; |
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float _InheritBaseNormal3; |
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float _InheritBaseHeight1; |
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float _InheritBaseHeight2; |
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float _InheritBaseHeight3; |
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float _InheritBaseColor1; |
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float _InheritBaseColor2; |
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float _InheritBaseColor3; |
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PROP_DECL(float, _HeightOffset); |
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float _HeightTransition; |
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float4 _LayerMaskMap_ST; |
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float _TexWorldScaleBlendMask; |
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PROP_DECL(float, _TexWorldScale); |
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PROP_DECL(float, _InvTilingScale); |
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float4 _UVMappingMaskBlendMask; |
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PROP_DECL(float4, _UVMappingMask); |
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PROP_DECL(float4, _UVDetailsMappingMask); |
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PROP_DECL(float, _LinkDetailsWithBase); |
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|
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#endif // LAYERED_LIT_SHADER |
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|
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// Tessellation specific |
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|
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#ifdef TESSELLATION_ON |
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float _TessellationFactor; |
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float _TessellationFactorMinDistance; |
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float _TessellationFactorMaxDistance; |
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float _TessellationFactorTriangleSize; |
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float _TessellationShapeFactor; |
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float _TessellationBackFaceCullEpsilon; |
|||
float _TessellationObjectScale; |
|||
float _TessellationTilingScale; |
|||
#endif |
|||
|
|||
CBUFFER_END |
|
|||
fileFormatVersion: 2 |
|||
guid: 79c93f07ca445b74c915f958d38ed42d |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using UnityEngine; |
|||
using UnityEngine.TestTools; |
|||
using UnityEngine.Experimental.Rendering; |
|||
using UnityEngine.Rendering; |
|||
using UnityEngine.Events; |
|||
using System.Collections; |
|||
|
|||
public class PlayModeTestable : SetupSceneForRenderPipelineTest, IMonoBehaviourTest |
|||
{ |
|||
float t = 0f; |
|||
public float testDuration = 1f; |
|||
|
|||
public bool IsTestFinished |
|||
{ |
|||
get |
|||
{ |
|||
t += Time.deltaTime; |
|||
return (t > testDuration); |
|||
} |
|||
} |
|||
} |
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