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Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_DebugMenu2

/Branch_Batching2
Julien Ignace 8 年前
当前提交
9ba99a5b
共有 117 个文件被更改,包括 7706 次插入124 次删除
  1. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  2. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  3. 39
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs
  4. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  5. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl
  6. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
  7. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/MaterialUtilities.hlsl
  8. 9
      Assets/ScriptableRenderPipeline/ShaderLibrary/EntityLighting.hlsl
  9. 2
      Assets/ScriptableRenderPipeline/ShaderLibrary/ImageBasedLighting.hlsl
  10. 98
      Assets/TestScenes/HDTest/HDRenderLoopTest.unity
  11. 9
      Assets/GraphicsTests/Framework.meta
  12. 9
      Assets/GraphicsTests/RenderPipeline.meta
  13. 207
      Assets/GraphicsTests/Framework/Editor/TestFramework.cs
  14. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline.meta
  15. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/HDRI.meta
  16. 20
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/HDRI/HDRI value 1.exr
  17. 130
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/HDRI/HDRI value 1.exr.meta
  18. 20
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/HDRI/HDRI value 10000.exr
  19. 130
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/HDRI/HDRI value 10000.exr.meta
  20. 130
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/HDRI/MuirWood - White balanced.exr.meta
  21. 130
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/HDRI/Trinitatis Church - White balanced.exr.meta
  22. 63
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/HDRenderPipelineTest.asset
  23. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/HDRenderPipelineTest.asset.meta
  24. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials.meta
  25. 189
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Lit_Blue.mat
  26. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Lit_Blue.mat.meta
  27. 189
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Lit_Green.mat
  28. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Lit_Green.mat.meta
  29. 188
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Lit_Red.mat
  30. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Lit_Red.mat.meta
  31. 188
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Lit_White.mat
  32. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Lit_White.mat.meta
  33. 191
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smooth0_0.mat
  34. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smooth0_0.mat.meta
  35. 191
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smooth0_1.mat
  36. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smooth0_1.mat.meta
  37. 191
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smooth0_2.mat
  38. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smooth0_2.mat.meta
  39. 191
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smooth0_3.mat
  40. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smooth0_3.mat.meta
  41. 191
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smooth0_4.mat
  42. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smooth0_4.mat.meta
  43. 191
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smooth0_5.mat
  44. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smooth0_5.mat.meta
  45. 191
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smooth0_6.mat
  46. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smooth0_6.mat.meta
  47. 191
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smooth0_7.mat
  48. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smooth0_7.mat.meta
  49. 191
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smooth0_8.mat
  50. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smooth0_8.mat.meta
  51. 191
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smooth0_9.mat
  52. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smooth0_9.mat.meta
  53. 191
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smooth1_1.mat
  54. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smooth1_1.mat.meta
  55. 191
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smoothdielectric0_0.mat
  56. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smoothdielectric0_0.mat.meta
  57. 191
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smoothdielectric0_1.mat
  58. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smoothdielectric0_1.mat.meta
  59. 191
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smoothdielectric0_2.mat
  60. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smoothdielectric0_2.mat.meta
  61. 191
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smoothdielectric0_3.mat
  62. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smoothdielectric0_3.mat.meta
  63. 191
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smoothdielectric0_4.mat
  64. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smoothdielectric0_4.mat.meta
  65. 191
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smoothdielectric0_5.mat
  66. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smoothdielectric0_5.mat.meta
  67. 191
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smoothdielectric0_6.mat
  68. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smoothdielectric0_6.mat.meta
  69. 191
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smoothdielectric0_7.mat
  70. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smoothdielectric0_7.mat.meta
  71. 191
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smoothdielectric0_8.mat
  72. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smoothdielectric0_8.mat.meta
  73. 191
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smoothdielectric0_9.mat
  74. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smoothdielectric0_9.mat.meta
  75. 191
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smoothdielectric1_0.mat
  76. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Materials/Mat_smoothdielectric1_0.mat.meta
  77. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Prefabs.meta
  78. 1001
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Prefabs/SphereGroup.prefab
  79. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Prefabs/SphereGroup.prefab.meta
  80. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes.meta
  81. 499
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0001-SkyReflection.unity
  82. 8
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0001-SkyReflection.unity.meta
  83. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/SkySettings.meta
  84. 21
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/SkySettings/ReflectionProbeHDRISkySettings.asset
  85. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/SkySettings/ReflectionProbeHDRISkySettings.asset.meta
  86. 9
      Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline.meta
  87. 9
      Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Scenes.meta

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[ToggleOff] _DoubleSidedMirrorEnable("Double sided mirror enable", Float) = 1.0
[Enum(None, 0, Mirror, 1, Flip, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
[ToggleOff] _EnablePerPixelDisplacement("Enable per pixel displacement", Float) = 0.0

#define DEBUG_DISPLAY
#define SHADERPASS SHADERPASS_FORWARD
#include "../../Debug/DebugDisplay.hlsl"
#include "../../Lighting/Forward.hlsl"
#include "../../Lighting/Forward.hlsl"
// TEMP until pragma work in include
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[ToggleOff] _DoubleSidedMirrorEnable("Double sided mirror enable", Float) = 1.0
[Enum(None, 0, Mirror, 1, Flip, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
[ToggleOff] _EnablePerPixelDisplacement("Enable per pixel displacement", Float) = 0.0

39
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs


{
protected static class StylesBaseLit
{
public static GUIContent doubleSidedMirrorEnableText = new GUIContent("Mirror normal", "This will mirror the normal with vertex normal plane if enabled, else flip the normal");
public static GUIContent doubleSidedNormalModeText = new GUIContent("Normal mode", "This will modify the normal base on the selected mode. None: untouch, Mirror: Mirror the normal with vertex normal plane, Flip: Flip the normal");
public static GUIContent depthOffsetEnableText = new GUIContent("Enable Depth Offset", "EnableDepthOffset on this shader (Use with heightmap)");
// Material ID

public static string vertexAnimation = "Vertex Animation";
}
public enum DoubleSidedNormalMode
{
None,
Mirror,
Flip
}
public enum TessellationMode
{
Phong,

protected MaterialProperty doubleSidedMirrorEnable = null;
protected const string kDoubleSidedMirrorEnable = "_DoubleSidedMirrorEnable";
protected MaterialProperty doubleSidedNormalMode = null;
protected const string kDoubleSidedNormalMode = "_DoubleSidedNormalMode";
protected MaterialProperty depthOffsetEnable = null;
protected const string kDepthOffsetEnable = "_DepthOffsetEnable";

{
base.FindBaseMaterialProperties(props);
doubleSidedMirrorEnable = FindProperty(kDoubleSidedMirrorEnable, props);
doubleSidedNormalMode = FindProperty(kDoubleSidedNormalMode, props);
depthOffsetEnable = FindProperty(kDepthOffsetEnable, props);
// MaterialID

if (doubleSidedEnable.floatValue > 0.0f)
{
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(doubleSidedMirrorEnable, StylesBaseLit.doubleSidedMirrorEnableText);
m_MaterialEditor.ShaderProperty(doubleSidedNormalMode, StylesBaseLit.doubleSidedNormalModeText);
EditorGUI.indentLevel--;
}

SetupBaseUnlitKeywords(material);
bool doubleSidedEnable = material.GetFloat(kDoubleSidedEnable) > 0.0f;
bool doubleSidedMirrorEnable = material.GetFloat(kDoubleSidedMirrorEnable) > 0.0f;
if (doubleSidedMirrorEnable)
DoubleSidedNormalMode doubleSidedNormalMode = (DoubleSidedNormalMode)material.GetFloat(kDoubleSidedNormalMode);
switch (doubleSidedNormalMode)
// Mirror mode (in tangent space)
material.SetVector("_DoubleSidedConstants", new Vector4(1.0f, 1.0f, -1.0f, 0.0f));
}
else
{
// Flip mode (in tangent space)
material.SetVector("_DoubleSidedConstants", new Vector4(-1.0f, -1.0f, -1.0f, 0.0f));
case DoubleSidedNormalMode.None:
material.SetVector("_DoubleSidedConstants", new Vector4(1.0f, 1.0f, 1.0f, 0.0f));
break;
case DoubleSidedNormalMode.Mirror: // Mirror mode (in tangent space)
material.SetVector("_DoubleSidedConstants", new Vector4(1.0f, 1.0f, -1.0f, 0.0f));
break;
case DoubleSidedNormalMode.Flip: // Flip mode (in tangent space)
material.SetVector("_DoubleSidedConstants", new Vector4(-1.0f, -1.0f, -1.0f, 0.0f));
break;
}
}

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[ToggleOff] _DoubleSidedMirrorEnable("Double sided mirror enable", Float) = 1.0
[Enum(None, 0, Mirror, 1, Flip, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
[Enum(UV0, 0, Planar, 1, TriPlanar, 2)] _UVBase("UV Set for base", Float) = 0

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl


#else // LAYERED_LIT_SHADER
// Set of users variables
#define PROP_DECL(type, name) type name, name##0, name##1, name##2, name##3;
#define PROP_DECL(type, name) type name, name##0, name##1, name##2, name##3
// 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)\

TEXTURE2D(MERGE_NAME(name, 2)); \
SAMPLER2D(MERGE_NAME(MERGE_NAME(sampler, name), 2)); \
TEXTURE2D(MERGE_NAME(name, 3)); \
SAMPLER2D(MERGE_NAME(MERGE_NAME(sampler, name), 3));
SAMPLER2D(MERGE_NAME(MERGE_NAME(sampler, name), 3))
// Set of users variables
PROP_DECL(float4, _BaseColor);

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader


[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[ToggleOff] _DoubleSidedMirrorEnable("Double sided mirror enable", Float) = 1.0
[Enum(None, 0, Mirror, 1, Flip, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
[Enum(UV0, 0, Planar, 1, TriPlanar, 2)] _UVBase("UV Set for base", Float) = 0

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/MaterialUtilities.hlsl


// Orthonormalize the basis vectors using the Gram-Schmidt process.
// We assume that the length of the surface normal is sufficiently close to 1.
// This is use with anisotropic material
tangentWS = normalize(tangentWS - dot(tangentWS, normalWS));
tangentWS = normalize(tangentWS - dot(tangentWS, normalWS) * normalWS);
}

9
Assets/ScriptableRenderPipeline/ShaderLibrary/EntityLighting.hlsl


// It is required for other platform that aren't supporting this format to implement variant of these functions
// (But these kind of platform should use regular render loop and not news shaders).
#define LIGHTMAP_RGBM_RANGE 5.0
// RGBM lightmaps are currently always gamma encoded, so we use a constant of range^2.2 = 5^2.2
#define LIGHTMAP_RGBM_RANGE 34.493242f
// TODO: This is the max value allowed for emissive (bad name - but keep for now to retrieve it) (It is 8^2.2 (gamma) and 8 is the limit of punctual light slider...), comme from UnityCg.cginc. Fix it!
// Ask Jesper if this can be change for HDRenderPipeline
#define EMISSIVE_RGBM_SCALE 97.0

float3 UnpackLightmapRGBM(float4 rgbmInput)
{
return rgbmInput.rgb * rgbmInput.a * LIGHTMAP_RGBM_RANGE;
// RGBM lightmaps are always gamma encoded for now, so decode with that in mind:
return rgbmInput.rgb * pow(rgbmInput.a, 2.2f) * LIGHTMAP_RGBM_RANGE;
}
float3 SampleSingleLightmap(TEXTURE2D_ARGS(lightmapTex, lightmapSampler), float2 uv, float4 transform, bool lightmapRGBM)

{
illuminance = SAMPLE_TEXTURE2D(lightmapTex, lightmapSampler, uv).rgb;
}
return SAMPLE_TEXTURE2D(lightmapTex, lightmapSampler, uv).rgb;
return illuminance;
}
float3 SampleDirectionalLightmap(TEXTURE2D_ARGS(lightmapTex, lightmapSampler), TEXTURE2D_ARGS(lightmapDirTex, lightmapDirSampler), float2 uv, float4 transform, float3 normalWS, bool lightmapRGBM)

2
Assets/ScriptableRenderPipeline/ShaderLibrary/ImageBasedLighting.hlsl


{
float perceptualRoughness = saturate(mipmapLevel / UNITY_SPECCUBE_LOD_STEPS);
return saturate(1.7 / 1.4 - sqrt(2.89 - 2.8 * perceptualRoughness) / 1.4);
return saturate(1.7 / 1.4 - sqrt(2.89 / 1.96 - (2.8 / 1.96) * perceptualRoughness));
}
// Ref: "Moving Frostbite to PBR", p. 69.

98
Assets/TestScenes/HDTest/HDRenderLoopTest.unity


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Assets/GraphicsTests/Framework.meta


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Assets/GraphicsTests/RenderPipeline.meta


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207
Assets/GraphicsTests/Framework/Editor/TestFramework.cs


using System;
using System.Collections;
using System.IO;
using System.Linq;
using NUnit.Framework;
using UnityEngine;
using UnityEditor.SceneManagement;
using Object = UnityEngine.Object;
using UnityEngine.Experimental.Rendering;
using UnityEngine.TestTools;
namespace UnityEditor.Experimental.Rendering
{
public class GraphicsTests
{
// path where the tests live
private static readonly string[] s_Path =
{
"GraphicsTests",
"RenderPipeline"
};
private static readonly string[] s_PipelinePath =
{
"LowEndMobilePipeline",
"HDRenderPipeline",
};
// info that gets generated for use
// in a dod way
public struct TestInfo
{
public string name;
public float threshold;
public string relativePath;
public int frameWait;
public override string ToString()
{
return name;
}
}
// collect the scenes that we can use
public static class CollectScenes
{
public static IEnumerable scenes
{
get
{
var absoluteScenesPath = s_Path.Aggregate(Application.dataPath, Path.Combine);
foreach (var pipelinePath in s_PipelinePath)
{
var filesPath = Path.Combine(absoluteScenesPath, pipelinePath);
// find all the scenes
var allPaths = System.IO.Directory.GetFiles(filesPath, "*.unity", System.IO.SearchOption.AllDirectories);
// construct all the needed test infos
foreach (var path in allPaths)
{
var p = new FileInfo(path);
var split = s_Path.Aggregate("", Path.Combine);
split = string.Format("{0}{1}", split, Path.DirectorySeparatorChar);
var splitPaths = p.FullName.Split(new[] { split }, StringSplitOptions.RemoveEmptyEntries);
yield return new TestInfo
{
name = p.Name,
relativePath = splitPaths.Last(),
threshold = 0.02f,
frameWait = 100
};
}
}
}
}
}
[TearDown]
public void TearDown()
{
var testSetup = Object.FindObjectOfType<SetupSceneForRenderPipelineTest>();
if (testSetup == null)
return;
testSetup.TearDown();
}
[UnityTest]
public IEnumerator TestScene([ValueSource(typeof(CollectScenes), "scenes")]TestInfo testInfo)
{
var prjRelativeGraphsPath = s_Path.Aggregate("Assets", Path.Combine);
var filePath = Path.Combine(prjRelativeGraphsPath, testInfo.relativePath);
// open the scene
EditorSceneManager.OpenScene(filePath);
var testSetup = Object.FindObjectOfType<SetupSceneForRenderPipelineTest> ();
Assert.IsNotNull(testSetup, "No SetupSceneForRenderPipelineTest in scene " + testInfo.name);
Assert.IsNotNull(testSetup.cameraToUse, "No configured camera in <SetupSceneForRenderPipelineTest>");
testSetup.Setup();
for (int i = 0; i < testInfo.frameWait; ++i)
{
yield return null;
}
while (Lightmapping.isRunning)
{
yield return null;
}
var rtDesc = new RenderTextureDescriptor (
testSetup.width,
testSetup.height,
testSetup.hdr ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB32,
24);
rtDesc.sRGB = PlayerSettings.colorSpace == ColorSpace.Linear;
// render the scene
var tempTarget = RenderTexture.GetTemporary (rtDesc);
var oldTarget = testSetup.cameraToUse.targetTexture;
testSetup.cameraToUse.targetTexture = tempTarget;
testSetup.cameraToUse.Render ();
testSetup.cameraToUse.targetTexture = oldTarget;
// Readback the rendered texture
var oldActive = RenderTexture.active;
RenderTexture.active = tempTarget;
var captured = new Texture2D(tempTarget.width, tempTarget.height, TextureFormat.ARGB32, false);
captured.ReadPixels(new Rect(0, 0, testSetup.width, testSetup.height), 0, 0);
RenderTexture.active = oldActive;
var rootPath = Directory.GetParent(Application.dataPath).ToString();
var templatePath = Path.Combine(rootPath.ToString(), "ImageTemplates");
// find the reference image
var dumpFileLocation = Path.Combine(templatePath, string.Format("{0}.{1}", testInfo.relativePath, "png"));
if (!File.Exists(dumpFileLocation))
{
// no reference exists, create it
var fileInfo = new FileInfo (dumpFileLocation);
fileInfo.Directory.Create();
var generated = captured.EncodeToPNG();
File.WriteAllBytes(dumpFileLocation, generated);
Assert.Fail("Template file not found for {0}, creating it at {1}.", testInfo.name, dumpFileLocation);
}
var template = File.ReadAllBytes(dumpFileLocation);
var fromDisk = new Texture2D(2, 2);
fromDisk.LoadImage(template, false);
var areEqual = CompareTextures(fromDisk, captured, testInfo.threshold);
if (!areEqual)
{
var failedPath = Path.Combine(rootPath.ToString(), "Failed");
Directory.CreateDirectory(failedPath);
var misMatchLocationResult = Path.Combine(failedPath, string.Format("{0}.{1}", testInfo.name, "png"));
var misMatchLocationTemplate = Path.Combine(failedPath, string.Format("{0}.template.{1}", testInfo.name, "png"));
var generated = captured.EncodeToPNG();
File.WriteAllBytes(misMatchLocationResult, generated);
File.WriteAllBytes(misMatchLocationTemplate, template);
}
Assert.IsTrue(areEqual, "Scene from {0}, did not match .template file.", testInfo.relativePath);
}
// compare textures, use RMS for this
private bool CompareTextures(Texture2D fromDisk, Texture2D captured, float threshold)
{
if (fromDisk == null || captured == null)
return false;
if (fromDisk.width != captured.width
|| fromDisk.height != captured.height)
return false;
var pixels1 = fromDisk.GetPixels();
var pixels2 = captured.GetPixels();
if (pixels1.Length != pixels2.Length)
return false;
int numberOfPixels = pixels1.Length;
float sumOfSquaredColorDistances = 0;
for (int i = 0; i < numberOfPixels; i++)
{
Color p1 = pixels1[i];
Color p2 = pixels2[i];
Color diff = p1 - p2;
diff = diff * diff;
sumOfSquaredColorDistances += (diff.r + diff.g + diff.b) / 3.0f;
}
float rmse = Mathf.Sqrt(sumOfSquaredColorDistances / numberOfPixels);
return rmse < threshold;
}
}
}

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