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Cleanup and re-addition of GI tests

/main
Remy 6 年前
当前提交
5dd0ee6b
共有 22 个文件被更改,包括 1570 次插入429 次删除
  1. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Common/TestRunner/Editor/SetupProject.cs
  2. 51
      TestProjects/HDRP_Tests/Assets/GraphicTests/Common/TestRunner/HDRP_GraphicTestRunner.cs
  3. 436
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2101_GI_Metapass.unity
  4. 2
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2101_GI_Metapass.unity.meta
  5. 59
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2102_GI_Emission.unity
  6. 2
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2102_GI_Emission.unity.meta
  7. 69
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2103_BakeMixed.unity
  8. 2
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2103_BakeMixed.unity.meta
  9. 2
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2601_ColorTemp.meta
  10. 20
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2601_ColorTemp.unity
  11. 2
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2601_ColorTemp.unity.meta
  12. 6
      TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset
  13. 83
      TestProjects/HDRP_Tests/ProjectSettings/ProjectSettings.asset
  14. 359
      com.unity.shadergraph/.data/sphereMask.PNG
  15. 884
      com.unity.shadergraph/.data/texture_2d_lod_node.PNG
  16. 3
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2101_GI_Metapass/.gitignore
  17. 3
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2102_GI_Emission/.gitignore
  18. 3
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2103_BakeMixed/.gitignore
  19. 1
      TestProjects/HDRP_Tests/Packages/.gitignore
  20. 3
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2601_ColorTemp/.gitignore
  21. 1
      TestProjects/HDRP_Tests/ProjectSettings/ProjectVersion.txt

8
TestProjects/HDRP_Tests/Assets/GraphicTests/Common/TestRunner/Editor/SetupProject.cs


}
}
[MenuItem("Graphic Tests/Project Setup/RP: Deferred")]
[MenuItem("Graphic Tests/Project Setup/RP: Deferred", false, 100)]
[MenuItem("Graphic Tests/Project Setup/RP: Deferred Depth Prepass")]
[MenuItem("Graphic Tests/Project Setup/RP: Deferred Depth Prepass", false, 101)]
[MenuItem("Graphic Tests/Project Setup/RP: Deferred Depth Prepass Alpha Only")]
[MenuItem("Graphic Tests/Project Setup/RP: Deferred Depth Prepass Alpha Only", false, 102)]
[MenuItem("Graphic Tests/Project Setup/RP: Forward")]
[MenuItem("Graphic Tests/Project Setup/RP: Forward", false, 103)]
public static void SetRP_Forward()
{
SetRPAsset("forward");

51
TestProjects/HDRP_Tests/Assets/GraphicTests/Common/TestRunner/HDRP_GraphicTestRunner.cs


using EditorSceneManagement = UnityEditor.SceneManagement;
#endif
public class HDRP_GraphicTestRunner
public class HDRP_GraphicTestRunner : IPrebuildSetup
{
[UnityTest, Category("HDRP Graphic Tests")]
[PrebuildSetup("SetupGraphicsTestCases")]

ImageAssert.AreEqual(testCase.ReferenceImage, camera, (settings != null)?settings.ImageComparisonSettings:null);
}
// Old code to auto generate the lightmaps base on scene asset tag ... this should no be needed anymore apparently. The class need to herit from IPrebuildSetup
/*
// Search for "InitTestSceneXXXXXXXX" generated by test runner and save the path in the EditorPrefs
for (int i=0 ; i<EditorSceneManagement.EditorSceneManager.sceneCount ; ++i)
{
Scene scene = EditorSceneManagement.EditorSceneManager.GetSceneAt(i);
if (scene.name.StartsWith("InitTestScene"))
{
EditorPrefs.SetString("InitTestScene", scene.path);
break;
}
}
// For each scene in the build settings, force build of the lightmaps if it has "DoLightmap" label.
// Note that in the PreBuildSetup stage, TestRunner has already created a new scene with its testing monobehaviours
string scenesWithAutoLightMap = "";
Scene trScene = EditorSceneManagement.EditorSceneManager.GetSceneAt(0);
// For each scene in the build settings, force build of the lightmaps if it has "DoLightmap" label.
EditorSceneManagement.EditorSceneManager.OpenScene(scene.path, EditorSceneManagement.OpenSceneMode.Single);
EditorSceneManagement.EditorSceneManager.OpenScene(scene.path, EditorSceneManagement.OpenSceneMode.Additive);
Scene currentScene = EditorSceneManagement.EditorSceneManager.GetSceneAt(1);
EditorSceneManagement.EditorSceneManager.SetActiveScene(currentScene);
EditorSceneManagement.EditorSceneManager.SaveOpenScenes();
Lightmapping.Clear();
EditorSceneManagement.EditorSceneManager.SaveScene( currentScene );
scenesWithAutoLightMap += scene.path + ";";
EditorSceneManagement.EditorSceneManager.SaveOpenScenes();
EditorSceneManagement.EditorSceneManager.SetActiveScene(trScene);
Lightmapping.giWorkflowMode = Lightmapping.GIWorkflowMode.Iterative;
EditorSceneManagement.EditorSceneManager.SaveOpenScenes();
EditorSceneManagement.EditorSceneManager.NewScene(EditorSceneManagement.NewSceneSetup.EmptyScene);
EditorSceneManagement.EditorSceneManager.CloseScene(currentScene, true);
EditorPrefs.SetString("ScenesWithAutoLightMap", scenesWithAutoLightMap);
// Re-open testrunner scene
string initTestSceneString = EditorPrefs.GetString("InitTestScene");
if (!string.IsNullOrEmpty(initTestSceneString))
{
EditorSceneManagement.EditorSceneManager.OpenScene(initTestSceneString, EditorSceneManagement.OpenSceneMode.Single);
}
*/
#if UNITY_EDITOR

436
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