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EditorTests_URPDisabled.cs 2.6KB

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  1. using NUnit.Framework;
  2. using UnityEditor;
  3. using UnityEngine;
  4. using UnityEngine.Rendering;
  5. using UnityEngine.Profiling;
  6. using UnityEngine.Rendering.Universal;
  7. using UnityEditor.Rendering.Universal.Internal;
  8. using UnityEngine.Experimental.Rendering;
  9. using UnityEngine.Experimental.Rendering.Universal;
  10. using UnityEngine.TestTools;
  11. class EditorTests_URPDisabled
  12. {
  13. private RenderPipelineAsset m_PreviousRenderPipelineAssetGraphicsSettings;
  14. private RenderPipelineAsset m_PreviousRenderPipelineAssetQualitySettings;
  15. [SetUp]
  16. public void Setup()
  17. {
  18. m_PreviousRenderPipelineAssetGraphicsSettings = GraphicsSettings.defaultRenderPipeline;
  19. m_PreviousRenderPipelineAssetQualitySettings = QualitySettings.renderPipeline;
  20. GraphicsSettings.defaultRenderPipeline = null;
  21. QualitySettings.renderPipeline = null;
  22. }
  23. [TearDown]
  24. public void TearDown()
  25. {
  26. GraphicsSettings.defaultRenderPipeline = m_PreviousRenderPipelineAssetGraphicsSettings;
  27. QualitySettings.renderPipeline = m_PreviousRenderPipelineAssetQualitySettings;
  28. }
  29. // When creating a new render pipeline asset it should not log any errors or throw exceptions.
  30. [Test]
  31. public void CreatePipelineAssetWithoutErrors()
  32. {
  33. UniversalRendererData data = ScriptableObject.CreateInstance<UniversalRendererData>();
  34. UniversalRenderPipelineAsset asset = UniversalRenderPipelineAsset.Create(data);
  35. LogAssert.NoUnexpectedReceived();
  36. ScriptableObject.DestroyImmediate(asset);
  37. ScriptableObject.DestroyImmediate(data);
  38. }
  39. // When creating a new Universal Renderer asset it should not log any errors or throw exceptions.
  40. [Test]
  41. public void CreateUniversalRendererAssetWithoutErrors()
  42. {
  43. var asset = ScriptableObject.CreateInstance<UniversalRendererData>();
  44. ResourceReloader.ReloadAllNullIn(asset, UniversalRenderPipelineAsset.packagePath);
  45. var renderer = asset.InternalCreateRenderer();
  46. LogAssert.NoUnexpectedReceived();
  47. renderer.Dispose();
  48. ScriptableObject.DestroyImmediate(asset);
  49. }
  50. // When creating a new renderer 2d asset it should not log any errors or throw exceptions.
  51. [Test]
  52. public void CreateRenderer2DAssetWithoutErrors()
  53. {
  54. var asset = ScriptableObject.CreateInstance<Renderer2DData>();
  55. ResourceReloader.ReloadAllNullIn(asset, UniversalRenderPipelineAsset.packagePath);
  56. var renderer = asset.InternalCreateRenderer();
  57. LogAssert.NoUnexpectedReceived();
  58. renderer.Dispose();
  59. ScriptableObject.DestroyImmediate(asset);
  60. }
  61. }