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Fixed graph image comparison test and added graph shader text comparison in test

/main
Mads Ronnow 7 年前
当前提交
f4f2a2f8
共有 17 个文件被更改,包括 1040 次插入23 次删除
  1. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/New Shader Graph 1.ShaderGraph
  2. 6
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/New Shader Graph 1.ShaderGraph.meta
  3. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/Test Shader Graph.ShaderGraph
  4. 10
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/Test Shader Graph.ShaderGraph.meta
  5. 47
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/ShaderGenerationTest.cs
  6. 2
      MaterialGraphProject/ProjectSettings/ProjectVersion.txt
  7. 67
      MaterialGraphProject/Assets/GeneratedShader.shader
  8. 11
      MaterialGraphProject/Assets/GeneratedShader.shader.meta
  9. 10
      MaterialGraphProject/Packages/Config.meta
  10. 4
      MaterialGraphProject/Packages/manifest.json
  11. 9
      MaterialGraphProject/Packages/manifest.json.meta
  12. 614
      MaterialGraphProject/ProjectSettings/ProjectSettings.asset
  13. 213
      ShaderTemplates/New Shader Graph 1.ShaderGraph.png
  14. 66
      ShaderTemplates/New Shader Graph 1.ShaderGraph.shader

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/New Shader Graph 1.ShaderGraph
文件差异内容过多而无法显示
查看文件

6
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/New Shader Graph 1.ShaderGraph.meta


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2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/Test Shader Graph.ShaderGraph
文件差异内容过多而无法显示
查看文件

10
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/Test Shader Graph.ShaderGraph.meta


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47
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/ShaderGenerationTest.cs


using UnityEngine;
using UnityEngine.MaterialGraph;
using Object = UnityEngine.Object;
using System.Text;
namespace UnityEditor.MaterialGraph.IntegrationTests
{

var prjRelativeGraphsPath = s_Path.Aggregate("Assets", Path.Combine);
var filePath = Path.Combine(prjRelativeGraphsPath, file.Name);
var graphAsset = AssetDatabase.LoadAssetAtPath<MaterialGraphAsset>(filePath);
var textGraph = File.ReadAllText(filePath, Encoding.UTF8);
var graph = JsonUtility.FromJson<UnityEngine.MaterialGraph.MaterialGraph>(textGraph);
Assert.IsNotNull(graphAsset, "Graph asset not found");
Assert.IsNotNull(graph.masterNode, "No master node in graph.");
var materialGraph = graphAsset.graph as UnityEngine.MaterialGraph.MaterialGraph;
Assert.IsNotNull(materialGraph);
//var graphAsset = AssetDatabase.LoadAssetAtPath<MaterialGraphAsset>(filePath);
//Assert.IsNotNull(graphAsset, "Graph asset not found");
//var materialGraph = graphAsset.graph as UnityEngine.MaterialGraph.MaterialGraph;
//Assert.IsNotNull(materialGraph);
var shaderString = materialGraph.masterNode.GetFullShader(GenerationMode.ForReals, materialGraph.name, out configuredTextures);
var shaderString = graph.masterNode.GetFullShader(GenerationMode.ForReals, graph.name, out configuredTextures);
var rootPath = Directory.GetParent(Directory.GetParent(Application.dataPath).ToString());
var shaderTemplatePath = Path.Combine(rootPath.ToString(), "ShaderTemplates");
Directory.CreateDirectory(shaderTemplatePath);
var textTemplateFilePath = Path.Combine(shaderTemplatePath, string.Format("{0}.{1}", file.Name, "shader"));
if (!File.Exists(textTemplateFilePath)) {
File.WriteAllText(textTemplateFilePath, shaderString);
}
else {
var textTemplate = File.ReadAllText(textTemplateFilePath);
var textsAreEqual = shaderString == textTemplate;
if (!textsAreEqual)
{
var failedPath = Path.Combine(rootPath.ToString(), "Failed");
Directory.CreateDirectory(failedPath);
var misMatchLocationResult = Path.Combine(failedPath, string.Format("{0}.{1}", file.Name, "shader"));
var misMatchLocationTemplate = Path.Combine(failedPath, string.Format("{0}.template.{1}", file.Name, "shader"));
File.WriteAllText(misMatchLocationResult, shaderString);
File.WriteAllText(misMatchLocationTemplate, textTemplate);
}
Assert.IsTrue(textsAreEqual);
}
m_Shader = ShaderUtil.CreateShaderAsset(shaderString);
m_Shader.hideFlags = HideFlags.HideAndDontSave;
Assert.IsNotNull(m_Shader, "Shader Generation Failed");

m_Captured.ReadPixels(new Rect(0, 0, rendered.width, rendered.height), 0, 0);
RenderTexture.active = null; //can help avoid errors
var rootPath = Directory.GetParent(Directory.GetParent(Application.dataPath).ToString());
var templatePath = Path.Combine(rootPath.ToString(), "ImageTemplates");
var dumpFileLocation = Path.Combine(templatePath, string.Format("{0}.{1}", file.Name, "png"));
var dumpFileLocation = Path.Combine(shaderTemplatePath, string.Format("{0}.{1}", file.Name, "png"));
Directory.CreateDirectory(templatePath);
var generated = m_Captured.EncodeToPNG();
File.WriteAllBytes(dumpFileLocation, generated);
Assert.Fail("Template file not found for {0}, creating it.", file);

2
MaterialGraphProject/ProjectSettings/ProjectVersion.txt


m_EditorVersion: 2017.3.0a1
m_EditorVersion: 2017.3.0a2

67
MaterialGraphProject/Assets/GeneratedShader.shader


Shader "Hidden/PreviewShader/Sample2DTexture_1221CD9A_rgba" {
Properties {
[NonModifiableTextureData] Texture2D_Texture2D_D281CEC8_Uniform("Texture2D", 2D) = "white" {}
}
SubShader {
// inside SubShader
Tags
{
"Queue"="Geometry"
"RenderType"="Opaque"
"IgnoreProjector"="True"
}
// inside Pass
ZWrite On
Blend One Zero
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
UNITY_DECLARE_TEX2D(Texture2D_Texture2D_D281CEC8_Uniform);
float2 Sample2DTexture_1221CD9A_UV;
struct v2f
{
float4 pos : SV_POSITION;
float4 color : COLOR;
half4 meshUV0 : TEXCOORD5;
};
v2f vert (appdata_full v)
{
v2f o = (v2f)0;
o.pos = UnityObjectToClipPos(v.vertex);;
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 viewDir = UnityWorldSpaceViewDir(worldPos);
float4 screenPos = ComputeScreenPos(UnityObjectToClipPos(v.vertex));
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
o.meshUV0 = v.texcoord;
return o;
}
half4 frag (v2f IN) : COLOR
{
half4 uv0 = IN.meshUV0;
float4 Sample2DTexture_1221CD9A_rgba = UNITY_SAMPLE_TEX2D(Texture2D_Texture2D_D281CEC8_Uniform,uv0.xy);
return half4(Sample2DTexture_1221CD9A_rgba.x, Sample2DTexture_1221CD9A_rgba.y, Sample2DTexture_1221CD9A_rgba.z, 1.0);
}
ENDCG
}
}
Fallback Off
}

11
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"dependencies": {
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213
ShaderTemplates/New Shader Graph 1.ShaderGraph.png
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66
ShaderTemplates/New Shader Graph 1.ShaderGraph.shader


Shader "Graph/UnityEngine.MaterialGraph.MetallicMasterNode1cbd7aed-56c9-4a01-866e-a6b04a03c1b6"
{
Properties
{
[NonModifiableTextureData] Texture2D_Texture2D_D281CEC8_Uniform("Texture2D", 2D) = "white" {}
}
SubShader
{
Tags
{
"RenderType"="Opaque"
"Queue"="Geometry"
}
Blend One Zero
Cull Back
ZTest LEqual
ZWrite On
LOD 200
CGPROGRAM
#pragma target 3.0
#pragma surface surf Standard vertex:vert
#pragma glsl
#pragma debug
UNITY_DECLARE_TEX2D(Texture2D_Texture2D_D281CEC8_Uniform);
struct Input
{
float4 color : COLOR;
half4 meshUV0;
};
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
o.meshUV0 = v.texcoord;
}
void surf (Input IN, inout SurfaceOutputStandard o)
{
half4 uv0 = IN.meshUV0;
float4 Sample2DTexture_1221CD9A_rgba = UNITY_SAMPLE_TEX2D(Texture2D_Texture2D_D281CEC8_Uniform,uv0.xy);
o.Albedo = Sample2DTexture_1221CD9A_rgba;
}
ENDCG
}
FallBack "Diffuse"
CustomEditor "LegacyIlluminShaderGUI"
}
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