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Update gitignore and fix compile warning and test

/main
Peter Bay Bastian 6 年前
当前提交
4e1798b6
共有 4 个文件被更改,包括 34 次插入40 次删除
  1. 3
      .gitignore
  2. 2
      Testing/Editor/UnitTests/MaterialSlotTests.cs
  3. 39
      Testing/IntegrationTests/.ShaderTemplates/Add.ShaderGraph.png
  4. 30
      Testing/IntegrationTests/.ShaderTemplates/Add.ShaderGraph.shader

3
.gitignore


.DS_Store
.npmrc
DebugOutput.meta
DebugOutput/**
DebugOutput/**
Testing/IntegrationTests/.Failed

2
Testing/Editor/UnitTests/MaterialSlotTests.cs


[Test]
public void SlotDisplayNameIsCorrect()
{
var displayName = "New Display Name";
Assert.AreEqual("V1In(1)", m_NodeA.slot1.displayName);
Assert.AreEqual("V2In(2)", m_NodeA.slot2.displayName);

39
Testing/IntegrationTests/.ShaderTemplates/Add.ShaderGraph.png

之前 之后
宽度: 256  |  高度: 256  |  大小: 3.8 KiB

30
Testing/IntegrationTests/.ShaderTemplates/Add.ShaderGraph.shader


SurfaceDescription PopulateSurfaceData(SurfaceInputs IN) {
SurfaceDescription surface = (SurfaceDescription)0;
float2 _Vector2_438531E7_Out = float2(2,4);
float4 _Vector4_CFE730D7_Out = float4(6,5,7,1);
float2 _Add_FCE490FF_Out;
Unity_Add_float2(_Vector2_438531E7_Out, (_Vector4_CFE730D7_Out.xy), _Add_FCE490FF_Out);
surface.Color = (float3(_Add_FCE490FF_Out, 0.0));
float2 _Vector2_6DA8EFA3_Out = float2(0.2,0.4);
float4 _Vector4_8E06BBAD_Out = float4(0.6,0.5,0.7,1);
float2 _Add_A3B07A07_Out;
Unity_Add_float2(_Vector2_6DA8EFA3_Out, (_Vector4_8E06BBAD_Out.xy), _Add_A3B07A07_Out);
surface.Color = (float3(_Add_A3B07A07_Out, 0.0));
surface.Alpha = 1;
surface.AlphaClipThreshold = 0;
return surface;

SurfaceDescription PopulateSurfaceData(SurfaceInputs IN) {
SurfaceDescription surface = (SurfaceDescription)0;
float2 _Vector2_438531E7_Out = float2(2,4);
float4 _Vector4_CFE730D7_Out = float4(6,5,7,1);
float2 _Add_FCE490FF_Out;
Unity_Add_float2(_Vector2_438531E7_Out, (_Vector4_CFE730D7_Out.xy), _Add_FCE490FF_Out);
surface.Color = (float3(_Add_FCE490FF_Out, 0.0));
float2 _Vector2_6DA8EFA3_Out = float2(0.2,0.4);
float4 _Vector4_8E06BBAD_Out = float4(0.6,0.5,0.7,1);
float2 _Add_A3B07A07_Out;
Unity_Add_float2(_Vector2_6DA8EFA3_Out, (_Vector4_8E06BBAD_Out.xy), _Add_A3B07A07_Out);
surface.Color = (float3(_Add_A3B07A07_Out, 0.0));
surface.Alpha = 1;
return surface;
}

SurfaceDescription PopulateSurfaceData(SurfaceInputs IN) {
SurfaceDescription surface = (SurfaceDescription)0;
float2 _Vector2_438531E7_Out = float2(2,4);
float4 _Vector4_CFE730D7_Out = float4(6,5,7,1);
float2 _Add_FCE490FF_Out;
Unity_Add_float2(_Vector2_438531E7_Out, (_Vector4_CFE730D7_Out.xy), _Add_FCE490FF_Out);
surface.Color = (float3(_Add_FCE490FF_Out, 0.0));
float2 _Vector2_6DA8EFA3_Out = float2(0.2,0.4);
float4 _Vector4_8E06BBAD_Out = float4(0.6,0.5,0.7,1);
float2 _Add_A3B07A07_Out;
Unity_Add_float2(_Vector2_6DA8EFA3_Out, (_Vector4_8E06BBAD_Out.xy), _Add_A3B07A07_Out);
surface.Color = (float3(_Add_A3B07A07_Out, 0.0));
surface.Alpha = 1;
return surface;
}

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