UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Tests/Runtime/RuntimeTests.cs

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2024-10-27 10:53:47 +03:00
using UnityEngine.TestTools;
using NUnit.Framework;
using System.Collections;
using UnityEngine;
using UnityEngine.Rendering.Universal;
using UnityEngine.Rendering;
[TestFixture]
class RuntimeTests
{
GameObject go;
Camera camera;
RenderPipelineAsset currentAssetGraphics;
RenderPipelineAsset currentAssetQuality;
[SetUp]
public void Setup()
{
go = new GameObject();
camera = go.AddComponent<Camera>();
currentAssetGraphics = GraphicsSettings.defaultRenderPipeline;
currentAssetQuality = QualitySettings.renderPipeline;
}
[TearDown]
public void Cleanup()
{
GraphicsSettings.defaultRenderPipeline = currentAssetGraphics;
QualitySettings.renderPipeline = currentAssetQuality;
Object.DestroyImmediate(go);
}
// When URP pipeline is active, lightsUseLinearIntensity must match active color space.
[UnityTest]
public IEnumerator PipelineHasCorrectColorSpace()
{
AssetCheck();
var rr = new UnityEngine.Rendering.RenderPipeline.StandardRequest();
rr.destination = new RenderTexture(128, 128, UnityEngine.Experimental.Rendering.GraphicsFormat.R8G8B8A8_SRGB, UnityEngine.Experimental.Rendering.GraphicsFormat.D32_SFloat);
rr.mipLevel = 0;
rr.slice = 0;
rr.face = CubemapFace.Unknown;
UnityEngine.Rendering.RenderPipeline.SubmitRenderRequest(camera, rr);
yield return null;
Assert.AreEqual(QualitySettings.activeColorSpace == ColorSpace.Linear, GraphicsSettings.lightsUseLinearIntensity,
"GraphicsSettings.lightsUseLinearIntensity must match active color space.");
}
// When switching to URP it sets "UniversalPipeline" as global shader tag.
// When switching to Built-in it sets "" as global shader tag.
#if UNITY_EDITOR // TODO This API call does not reset in player
[UnityTest]
public IEnumerator PipelineSetsAndRestoreGlobalShaderTagCorrectly()
{
AssetCheck();
var rr = new UnityEngine.Rendering.RenderPipeline.StandardRequest();
rr.destination = new RenderTexture(128, 128, UnityEngine.Experimental.Rendering.GraphicsFormat.R8G8B8A8_SRGB, UnityEngine.Experimental.Rendering.GraphicsFormat.D32_SFloat);
rr.mipLevel = 0;
rr.slice = 0;
rr.face = CubemapFace.Unknown;
UnityEngine.Rendering.RenderPipeline.SubmitRenderRequest(camera, rr);
yield return null;
Assert.AreEqual("UniversalPipeline", Shader.globalRenderPipeline, "Wrong render pipeline shader tag.");
GraphicsSettings.defaultRenderPipeline = null;
QualitySettings.renderPipeline = null;
camera.Render();
yield return null;
Assert.AreEqual("", Shader.globalRenderPipeline, "Render Pipeline shader tag is not restored.");
}
#endif
void AssetCheck()
{
//Assert.IsNotNull(currentAssetGraphics, "Render Pipeline Asset is Null");
// Temp fix, test passes if project isnt setup for Universal RP
if (RenderPipelineManager.currentPipeline == null)
Assert.Pass("Render Pipeline Asset is Null, test pass by default");
Assert.AreEqual(RenderPipelineManager.currentPipeline.GetType(), typeof(UniversalRenderPipeline),
"Pipeline Asset is not Universal RP");
}
}