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Merge pull request #904 from Unity-Technologies/HDRP_GraphicTests

Hdrp graphic tests
/main
GitHub 7 年前
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ce5e1a23
共有 97 个文件被更改,包括 13748 次插入686 次删除
  1. 866
      ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3001_DebugView.unity.png
  2. 80
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3001_DebugView.unity
  3. 126
      Tests/Scripts/Editor/GraphicTests/Framework/TestResultWindow.cs
  4. 1001
      ImageTemplates/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward.unity.png
  5. 83
      ImageTemplates/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward.unity.png.meta
  6. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color.meta
  7. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie.meta
  8. 684
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie.unity
  9. 7
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie.unity.meta
  10. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3001_DebugView.meta
  11. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward.meta
  12. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward.unity
  13. 7
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward.unity.meta
  14. 216
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/LIT_BLUE.MAT
  15. 216
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/LIT_CYAN.MAT
  16. 216
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/LIT_RED.MAT
  17. 216
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_Black.mat
  18. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_Black.mat.meta
  19. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_Blue.mat.meta
  20. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_Cyan.mat.meta
  21. 216
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_DarkGrey.mat
  22. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_DarkGrey.mat.meta
  23. 216
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_Green.mat
  24. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_Green.mat.meta
  25. 216
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_LightGrey.mat
  26. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_LightGrey.mat.meta
  27. 216
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_MidGrey.mat
  28. 8
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  29. 216
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  30. 8
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  31. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_Red.mat.meta
  32. 216
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_White.mat
  33. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_White.mat.meta
  34. 216
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  35. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_Yellow.mat.meta
  36. 48
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_CRT.asset
  37. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_CRT.asset.meta
  38. 48
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  39. 8
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  40. 214
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  41. 8
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  42. 228
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  43. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_Mat2.mat.meta
  44. 55
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_Shader.shader
  45. 9
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_Shader.shader.meta
  46. 168
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_Shader2.shader
  47. 9
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_Shader2.shader.meta
  48. 1001
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  49. 30
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  50. 8
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  51. 76
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  52. 8
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  53. 217
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  54. 8
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  55. 179
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  56. 94
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  57. 7
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  58. 8
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  59. 1
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  60. 84
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  61. 217
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  62. 8
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  63. 8
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  64. 217
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  65. 8
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  66. 8
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  67. 10
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  68. 46
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  69. 11
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  70. 81
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  71. 10
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  72. 218
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  74. 8
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  75. 233
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  76. 8
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  77. 8
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  78. 1001
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  79. 83
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  80. 1001
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  81. 116
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  82. 508
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/ComplexMaterial_Flipped/Textures/ComplexMat_H.tga
  83. 94
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  84. 1001
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  85. 94
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  86. 316
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/ComplexMaterial_Flipped/Textures/ComplexMat__N.tga
  87. 83
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/ComplexMaterial_Flipped/Textures/ComplexMat__N.tga.meta
  88. 81
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/Deferred_Asset.asset
  89. 33
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/Deferred_RT.renderTexture
  90. 33
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/Forward_RT.renderTexture

866
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宽度: 1920  |  高度: 1080  |  大小: 54 KiB

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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3001_DebugView.unity


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126
Tests/Scripts/Editor/GraphicTests/Framework/TestResultWindow.cs


{
private Texture2D templateImage;
private Texture2D resultImage;
private GUIContent diffContent;
private string tmpPath;
private Material diffMaterial;
private float minDiff = 0.45f;

private GUIContent wipeResultContent = new GUIContent() {text = "Wipe ⎚", tooltip = "Wipe results."};
private GUIContent deleteTemplateContent = new GUIContent() {text = "Delete 🗑", tooltip = "Delete template."};
private TestResultTreeView testResultTreeView;
private TestResultViewItem testResultViewItem;
// pouet
private TestResultTreeView _testResultTreeView;
private TestResultTreeView testResultTreeView
{
get
{
if (_testResultTreeView == null)
{
_testResultTreeView = new TestResultTreeView(new TreeViewState());
_testResultTreeView.onSceneSelect += Reload;
}
return _testResultTreeView;
}
}
[MenuItem("Internal/GraphicTest Tools/Result Window")]
public static void OpenWindow()

TestResultWindow window = GetWindow<TestResultWindow>();
window.minSize = new Vector2(800f, 800f);
window.testResultTreeView = new TestResultTreeView(new TreeViewState());
window.testResultTreeView.onSceneSelect += window.Reload;
private void Reload(string name)
public static SceneAsset FindScene(string name)
string[] guids = AssetDatabase.FindAssets(name.Remove(name.Length-6, 6));
string[] guids = AssetDatabase.FindAssets(name.Remove(name.Length - 6, 6));
Reload();
return null;
}
else
{

scene = AssetDatabase.LoadAssetAtPath<SceneAsset>(path);
i++;
}
Reload(scene);
return scene;
private void Reload(SceneAsset _sceneAsset = null)
private void Reload(string name)
sceneAsset = _sceneAsset;
Reload(FindScene(name));
}
if (sceneAsset == null) return;
private void CheckDataObjects()
{
if (diffMaterial == null) GetDiffMaterial();
if (templateImage == null) GetTemplateImage();
if (resultImage == null) GetResultImage();
}
if (templateImage != null) DestroyImmediate(templateImage);
string tmp = "";
private void GetTemplateImage()
{
templateImage = TestFrameworkTools.GetTemplateImage(sceneAsset, ref tmp);
templateImage = TestFrameworkTools.GetTemplateImage(sceneAsset, ref tmpPath);
string templatePath = Path.Combine( TestFrameworkTools.s_RootPath, "ImageTemplates");
templateLocation = Path.Combine(templatePath, string.Format("{0}.{1}", tmp, "png"));
if (diffContent == null) diffContent = new GUIContent();
diffContent.image = templateImage;
if (diffMaterial == null)
{
diffMaterial = new Material(Shader.Find("GraphicTests/ComparerShader"));
diffMaterial.hideFlags = HideFlags.HideAndDontSave;
DontDestroyOnLoad(diffMaterial);
diffMaterial.SetFloat("_CorrectGamma", 1f);
diffMaterial.SetFloat("_FlipV2", 0f);
}
else
templateImage = Texture2D.whiteTexture;
}
// Search for fail image if it exists.
private void GetResultImage()
{
var failedPath = Path.Combine(Directory.GetParent(Application.dataPath).ToString(), "SRP_Failed");
misMatchLocationResult = Path.Combine(failedPath, string.Format("{0}.unity.png", sceneAsset.name));
misMatchLocationTemplate = misMatchLocationResult.Insert(misMatchLocationResult.Length - 10, ".template");

minDiff = 1f;
maxDiff = 1f;
}
}
ApplyValues();
private void GetDiffMaterial()
{
if (diffMaterial == null)
{
diffMaterial = new Material(Shader.Find("GraphicTests/ComparerShader"));
diffMaterial.hideFlags = HideFlags.HideAndDontSave;
DontDestroyOnLoad(diffMaterial);
}
}
private void Reload(SceneAsset _sceneAsset = null)
{
sceneAsset = _sceneAsset;
if (sceneAsset == null) return;
if (templateImage != null && templateImage != Texture2D.whiteTexture) DestroyImmediate(templateImage);
tmpPath = "";
GetTemplateImage();
string templatePath = Path.Combine( TestFrameworkTools.s_RootPath, "ImageTemplates");
templateLocation = Path.Combine(templatePath, string.Format("{0}.{1}", tmpPath, "png"));
GetDiffMaterial();
// Search for fail image if it exists.
GetResultImage();
ApplyValues();
testResultTreeView.Reload();
}

DestroyImmediate(templateImage);
if(resultImage != null && resultImage != Texture2D.blackTexture) DestroyImmediate(resultImage);
if (templateImage != null && templateImage != Texture2D.whiteTexture) DestroyImmediate(templateImage);
if (resultImage != null && resultImage != Texture2D.blackTexture) DestroyImmediate(resultImage);
DestroyImmediate(diffMaterial);
}

GUI.enabled = true;
if (GUILayout.Button("Open Scene"))
{
EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
EditorSceneManager.OpenScene(AssetDatabase.GetAssetPath(sceneAsset), OpenSceneMode.Single);
}

}
GUILayout.EndArea();
Rect textureRect = new Rect(leftBarWidth, topBarHeight * 3, position.width - leftBarWidth,
position.height - topBarHeight * 3);
Rect textureRect = new Rect(leftBarWidth, topBarHeight * 3, position.width - leftBarWidth,position.height - topBarHeight * 3);
CheckDataObjects();
EditorGUI.DrawPreviewTexture(textureRect, templateImage, diffMaterial, ScaleMode.ScaleToFit, 0, 0);
}
}

diffMaterial.SetFloat("_Split", split);
diffMaterial.SetFloat("_ResultSplit", resultSplit);
diffMaterial.SetInt("_Mode", diffStyle);
diffMaterial.SetFloat("_CorrectGamma", 1f);
diffMaterial.SetFloat("_FlipV2", 0f);
}
public class TestResultTreeView : TreeView

delegate void OnNewSceneSelect(SceneAsset newScene);
public TestResultTreeView(TreeViewState state) : base(state)
{

//if (testItem!=null) Debug.Log(item.displayName+" : "+testItem.sceneObject);
onSceneSelect(item.displayName);
}
protected override void DoubleClickedItem(int id)
{
EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
EditorSceneManager.OpenScene(AssetDatabase.GetAssetPath(FindScene(FindItem(id, rootItem).displayName)), OpenSceneMode.Single);
}
}

1001
ImageTemplates/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward.unity.png
文件差异内容过多而无法显示
查看文件

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Shader "HDRenderPipeline/GraphicTests/2004_AnimatedCookie_AnimMat"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_Tex("InputTex", 2D) = "white" {}
}
SubShader
{
Lighting Off
Blend One Zero
Pass
{
CGPROGRAM
#include "UnityCustomRenderTexture.cginc"
#pragma vertex CustomRenderTextureVertexShader
#pragma fragment frag
#pragma target 3.0
float4 _Color;
sampler2D _Tex;
float4 frag(v2f_customrendertexture IN) : COLOR
{
float f = _Time.y % 3;
float4 c = float4(0, 0, 0, 1);
c.r = saturate(1 - ( (f > 2) ? 3 - f : f ));
c.g = saturate(1- abs(1-f) );
c.b = saturate(1-abs(2-f));
float2 uv = IN.localTexcoord.xy;
uv = uv - 0.5;
float sinY = abs(sin(_Time.y * 2));
uv.x += frac(_Time.y) - 0.5;
uv.y -= sinY * 0.8 - 0.4;
if (length((frac(uv + 0.5) - 0.5)) < 0.1)
{
c.rgb = (frac(_Time.y/ UNITY_PI) > 0.5)?1:0;
}
//return _Color * tex2D(_Tex, IN.localTexcoord.xy);
return c;
}
ENDCG
}
}
}

9
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_Shader.shader.meta


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168
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_Shader2.shader


Shader "HDRenderPipeline/GraphicTests/2004_AnimatedCookie_AnimMat2"
{
Properties
{
_Nyan("Nyan",2D) = "white"{}
_Speed("Speed", float) = 5.0
_rainbowValues("Rainbow: speed, frequency, amplitude, scale", vector) = (10, 5, 0.05, 0.8)
_StarSize ("Star Size", float) = 0.2
}
SubShader
{
Lighting Off
Blend One Zero
Pass
{
CGPROGRAM
#include "UnityCustomRenderTexture.cginc"
#pragma vertex CustomRenderTextureVertexShader
#pragma fragment frag
#pragma target 3.0
#define STAR_ROW 7
#define STAR_COL 7
#define STAR_FRAME 4
#define STAR_ARRSIZE STAR_FRAME*STAR_COL*STAR_ROW
float4 _Color;
sampler2D _Nyan;
float4 _Nyan_ST;
float _Speed;
float4 _rainbowValues;
float _StarSize;
static const int _StarsAnim[STAR_ARRSIZE] = {
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 0, 0, 0,
0, 0, 1, 0, 1, 0, 0,
0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
1, 1, 0, 1, 0, 1, 1,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 1, 0, 0, 0,
0, 1, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0, 1,
0, 0, 0, 0, 0, 0, 0,
0, 1, 0, 0, 0, 1, 0,
0, 0, 0, 1, 0, 0, 0
};
// single nyan pixel size : 36, 21
#define _NyanSize float2(36, 21)
void DrawNyan(float2 uv, inout float3 c)
{
uv.y *= 36.0 / 21.0;
if (uv.x > 1 || uv.x < 0 || uv.y < 0 || uv.y > 1) return;
uv.x /= 6.0;
uv.x += floor(-(-_Time.y * _Speed ) % 6) / 6.0;
float4 nyan = tex2D(_Nyan, uv);
if (nyan.a > 0) c.rgb = nyan.rgb;
}
void DrawRainbow(float2 uv, inout float3 c)
{
uv.y *= 36.0 / 21.0;
uv.y += sin(_Time.y * _rainbowValues.x + uv.x * _rainbowValues.y) * _rainbowValues.z;
uv.y = uv.y / _rainbowValues.w - ( 1 - _rainbowValues.w );
if (uv.x > 0.3 || uv.y < 0 || uv.y > 1) return;
uv.y *= 6;
uv.y = floor(uv.y);
switch (uv.y)
{
case 0: c.rgb = float3(0.5, 0, 1); break;
case 1: c.rgb = float3(0, 0, 1); break;
case 2: c.rgb = float3(0, 1, 0); break;
case 3: c.rgb = float3(1, 1, 0); break;
case 4: c.rgb = float3(1, 0.5, 0); break;
case 5: c.rgb = float3(1, 0, 0); break;
}
}
void DrawStar(float2 uv, float t, inout float3 c)
{
if (uv.x < 0 || uv.x>1 || uv.y < 0 || uv.y>1) return;
uv *= 7;
uv = floor(uv);
float frame = floor(t % 4);
if (_StarsAnim[frame*STAR_COL*STAR_ROW + uv.y*STAR_ROW +uv.x]) c = 1;
}
float4 frag(v2f_customrendertexture IN) : COLOR
{
float4 c = float4(12.0/255.0, 65.0/255.0, 121.0/255.0, 1); // background color
float2 uv = IN.localTexcoord.xy;
float2 nyanUV = (uv - _Nyan_ST.zw / _NyanSize) / _Nyan_ST.x;
float2 starUV = uv;
for (int l = 0; l < 2; ++l)
{
for (int s = 0; s < 7; ++s)
{
starUV = uv;
starUV /= _StarSize;
starUV.x += ((s*91548.92548*(l+1)) % 7.0);
starUV.y -= ((s*36598.214563*(l+1)) % 7.0);
starUV.x += _Time.y * (1+(l*0.5)) * 3;
starUV.x = starUV.x % 5;
starUV *= 1 - l * 0.1;
DrawStar(starUV, (_Time.y+s/7.0+l/6.0) * 5, c.rgb);
}
}
DrawRainbow(nyanUV, c.rgb);
DrawNyan(nyanUV, c.rgb);
return c;
}
ENDCG
}
}
}

9
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_Shader2.shader.meta


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之前 之后
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46
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/DoubleCameraRender.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
public class DoubleCameraRender : MonoBehaviour
{
[Header("Forward Path")]
[SerializeField] private Camera fwd_Camera;
[SerializeField] private RenderPipelineAsset fwd_RenderPipelineAsset;
[Header("Deferred Path")]
[SerializeField] private Camera dfd_Camera;
[SerializeField] private RenderPipelineAsset dfd_RenderPipelineAsset;
[SerializeField] private bool refresh = false;
[ContextMenu("Refresh targets")]
public void RefreshTargets()
{
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fwd_Camera.enabled = true;
fwd_Camera.Render();
fwd_Camera.enabled = false;
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dfd_Camera.enabled = true;
dfd_Camera.Render();
dfd_Camera.enabled = false;
GraphicsSettings.renderPipelineAsset = oldPipelineAsset;
}
private void OnValidate()
{
if (refresh)
{
RefreshTargets();
refresh = false;
}
}
}

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