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Merge pull request #857 from Unity-Technologies/HDRP_GraphicTests

Hdrp graphic tests
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GitHub 7 年前
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c26fa8d3
共有 20 个文件被更改,包括 2421 次插入607 次删除
  1. 999
      ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2301_Shadow_Mask.unity.png
  2. 2
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering/ThicknessTest.MAT
  3. 665
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1302_SSS_MaxRadius.unity
  4. 6
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1302_SSS_MaxRadius/MaxRadius_1.mat
  5. 6
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1302_SSS_MaxRadius/MaxRadius_10.mat
  6. 6
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1302_SSS_MaxRadius/MaxRadius_15.mat
  7. 6
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1302_SSS_MaxRadius/MaxRadius_20.mat
  8. 6
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1302_SSS_MaxRadius/MaxRadius_5.mat
  9. 218
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2301_Shadow_Mask.unity
  10. 39
      Tests/Scripts/Editor/GraphicTests/Framework/TestFramework.cs
  11. 5
      Tests/Scripts/GraphicTests/Framework/SetupSceneForRenderPipelineTest.cs
  12. 4
      Tests/Scripts/GraphicTests/Framework/TestFrameworkTools.cs
  13. 643
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/DFCircle.tga
  14. 94
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/DFCircle.tga.meta
  15. 101
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2301_Shadow_Mask/HDRP_Black_Sky.asset
  16. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2301_Shadow_Mask/HDRP_Black_Sky.asset.meta
  17. 212
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2301_Shadow_Mask/TestCircle.mat
  18. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2301_Shadow_Mask/TestCircle.mat.meta
  19. 0
      /Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering/ThicknessTest.MAT.meta
  20. 0
      /Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering/ThicknessTest.MAT

999
ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2301_Shadow_Mask.unity.png
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2
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering/ThicknessTest.MAT


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6
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6
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1302_SSS_MaxRadius/MaxRadius_10.mat


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6
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1302_SSS_MaxRadius/MaxRadius_15.mat


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6
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1302_SSS_MaxRadius/MaxRadius_20.mat


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6
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1302_SSS_MaxRadius/MaxRadius_5.mat


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218
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2301_Shadow_Mask.unity


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39
Tests/Scripts/Editor/GraphicTests/Framework/TestFramework.cs


[OneTimeSetUp]
public void OneTimeSetUp()
{
BackupSceneManagerSetup();
SetupRenderPipeAsset();
}

Debug.Log("OnTimeTearDown");
RestoreSceneManagerSetup();
}
public static RenderPipelineAsset GetRenderPipelineAsset(string _SRP_ID)

string filePath = Path.Combine(absolutePath, TestFrameworkTools.renderPipelineAssets[_SRP_ID] );
filePath = filePath.Replace(Application.dataPath, "");
filePath = filePath.Remove(0, 1);
//Debug.Log("Before combine: " + filePath);
filePath = Path.Combine("Assets", filePath);
//Debug.Log("RP Asset is at : " + filePath);
return (RenderPipelineAsset)AssetDatabase.LoadAssetAtPath(filePath, typeof(RenderPipelineAsset));
}

public void SetupRenderPipeAsset()
{
Debug.Log("Set " + _SRP_ID + " render pipeline.");
//Debug.Log("Set " + _SRP_ID + " render pipeline. Previous was "+ ( (UnityEngine.Rendering.GraphicsSettings.renderPipelineAsset == null)? "null":UnityEngine.Rendering.GraphicsSettings.renderPipelineAsset.name) );
//Debug.Log("RestoreRenderPipeAsset from " + wantedTestsRenderPipeAsset.name + " to " + ((beforeTestsRenderPipeAsset == null)?"null":beforeTestsRenderPipeAsset.name));
{
//Debug.Log("RestoreRenderPipeAsset -> Actual restore");
}
}
public static SceneSetup[] sceneManagerSetupBeforeTest;
public void BackupSceneManagerSetup()
{
sceneManagerSetupBeforeTest = EditorSceneManager.GetSceneManagerSetup();
}
public void RestoreSceneManagerSetup()
{
if ( (sceneManagerSetupBeforeTest == null) || ( sceneManagerSetupBeforeTest.Length == 0 ) )
{
EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
}
else
{
EditorSceneManager.RestoreSceneManagerSetup(sceneManagerSetupBeforeTest);
}
}

5
Tests/Scripts/GraphicTests/Framework/SetupSceneForRenderPipelineTest.cs


public void TearDown()
{
if ( GraphicsSettings.renderPipelineAsset != m_OriginalAsset ) GraphicsSettings.renderPipelineAsset = m_OriginalAsset;
if (GraphicsSettings.renderPipelineAsset != m_OriginalAsset)
{
GraphicsSettings.renderPipelineAsset = m_OriginalAsset;
}
//EditorApplication.isPaused = false;
//EditorApplication.isPlaying = false;

4
Tests/Scripts/GraphicTests/Framework/TestFrameworkTools.cs


public static Dictionary<string, string> renderPipelineAssets = new Dictionary<string, string>()
{
{ "HDRP", "Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_GraphicTests_Asset.asset" },
{ "LWRP", "Tests/GraphicsTests/RenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset" }
{ "HDRP", "HDRenderPipeline/CommonAssets/HDRP_GraphicTests_Asset.asset" },
{ "LWRP", "LightweightPipeline/LightweightPipelineAsset.asset" }
};
// Renderpipeline assets used for the tests

643
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/DFCircle.tga
文件差异内容过多而无法显示
查看文件

94
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/DFCircle.tga.meta


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/Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering/FlatSkin.mat.meta → /Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering/ThicknessTest.MAT.meta

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