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1.9 KiB

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.Experimental.Rendering;
using NUnit.Framework;
using UnityEngine.Experimental.ScriptableRenderLoop;
using UnityEngine.Rendering;
[ExecuteInEditMode]
public class RenderLoopTestFixture : RenderPipeline
{
public delegate void TestDelegate(Camera camera, CullResults cullResults, RenderLoop renderLoop);
private static TestDelegate s_Callback;
private static RenderLoopTestFixture m_Instance;
public override void Render(Camera[] cameras, RenderLoop renderLoop)
{
foreach (var camera in cameras)
{
CullingParameters cullingParams;
bool gotCullingParams = CullResults.GetCullingParameters(camera, out cullingParams);
Assert.IsTrue(gotCullingParams);
CullResults cullResults = CullResults.Cull(ref cullingParams, renderLoop);
if (s_Callback != null)
s_Callback(camera, cullResults, renderLoop);
}
renderLoop.Submit();
}
public static void Run(TestDelegate renderCallback)
{
if (m_Instance == null)
{
m_Instance = ScriptableObject.CreateInstance<RenderLoopTestFixture>();
}
var sceneCamera = Camera.main;
var camObject = sceneCamera.gameObject;
GraphicsSettings.SetRenderPipeline(m_Instance);
s_Callback = renderCallback;
Transform t = camObject.transform;
// Can't use AlignViewToObject because it animates over time, and we want the first frame
float size = SceneView.lastActiveSceneView.size;
float fov = 90; // hardcoded in SceneView
float camDist = size / Mathf.Tan(fov * 0.5f * Mathf.Deg2Rad);
SceneView.lastActiveSceneView.LookAtDirect(t.position + t.forward * camDist, t.rotation, size);
sceneCamera.Render();
GraphicsSettings.SetRenderPipeline(null);
}
}