MaterialTests.cs
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using NUnit.Framework;
using UnityEngine;
namespace UniGLTF
{
public class MaterialTests
{
[Test]
public void UnlitShaderImportTest()
{
var shaderStore = new ShaderStore(null);
{
// OPAQUE/Color
var shader = shaderStore.GetShader(new glTFMaterial
{
alphaMode = "OPAQUE",
pbrMetallicRoughness = new glTFPbrMetallicRoughness
{
baseColorFactor = new float[] { 1, 0, 0, 1 },
},
extensions = new glTFMaterial_extensions
{
KHR_materials_unlit = new glTF_KHR_materials_unlit { }
}
});
Assert.AreEqual("UniGLTF/UniUnlit", shader.name);
}
{
// OPAQUE/Texture
var shader = shaderStore.GetShader(new glTFMaterial
{
alphaMode = "OPAQUE",
pbrMetallicRoughness = new glTFPbrMetallicRoughness
{
baseColorTexture = new glTFMaterialBaseColorTextureInfo(),
},
extensions = new glTFMaterial_extensions
{
KHR_materials_unlit = new glTF_KHR_materials_unlit { }
}
});
Assert.AreEqual("UniGLTF/UniUnlit", shader.name);
}
{
// OPAQUE/Color/Texture
var shader = shaderStore.GetShader(new glTFMaterial
{
alphaMode = "OPAQUE",
pbrMetallicRoughness = new glTFPbrMetallicRoughness
{
baseColorFactor = new float[] { 1, 0, 0, 1 },
baseColorTexture = new glTFMaterialBaseColorTextureInfo(),
},
extensions = new glTFMaterial_extensions
{
KHR_materials_unlit = new glTF_KHR_materials_unlit { }
}
});
Assert.AreEqual("UniGLTF/UniUnlit", shader.name);
}
{
// BLEND/Color
var shader = shaderStore.GetShader(new glTFMaterial
{
alphaMode = "BLEND",
pbrMetallicRoughness = new glTFPbrMetallicRoughness
{
baseColorFactor = new float[] { 1, 0, 0, 1 },
},
extensions = new glTFMaterial_extensions
{
KHR_materials_unlit = new glTF_KHR_materials_unlit { }
}
});
Assert.AreEqual("UniGLTF/UniUnlit", shader.name);
}
{
// BLEND/Texture
var shader = shaderStore.GetShader(new glTFMaterial
{
alphaMode = "BLEND",
pbrMetallicRoughness = new glTFPbrMetallicRoughness
{
baseColorTexture = new glTFMaterialBaseColorTextureInfo(),
},
extensions = new glTFMaterial_extensions
{
KHR_materials_unlit = new glTF_KHR_materials_unlit { }
}
});
Assert.AreEqual("UniGLTF/UniUnlit", shader.name);
}
{
// BLEND/Color/Texture
var shader = shaderStore.GetShader(new glTFMaterial
{
alphaMode = "BLEND",
pbrMetallicRoughness = new glTFPbrMetallicRoughness
{
baseColorFactor = new float[] { 1, 0, 0, 1 },
baseColorTexture = new glTFMaterialBaseColorTextureInfo(),
},
extensions = new glTFMaterial_extensions
{
KHR_materials_unlit = new glTF_KHR_materials_unlit { }
}
});
Assert.AreEqual("UniGLTF/UniUnlit", shader.name);
}
{
// MASK/Texture
var shader = shaderStore.GetShader(new glTFMaterial
{
alphaMode = "MASK",
pbrMetallicRoughness = new glTFPbrMetallicRoughness
{
baseColorTexture = new glTFMaterialBaseColorTextureInfo(),
},
extensions = new glTFMaterial_extensions
{
KHR_materials_unlit = new glTF_KHR_materials_unlit { }
}
});
Assert.AreEqual("UniGLTF/UniUnlit", shader.name);
}
{
// MASK/Color/Texture
var shader = shaderStore.GetShader(new glTFMaterial
{
alphaMode = "MASK",
pbrMetallicRoughness = new glTFPbrMetallicRoughness
{
baseColorFactor = new float[] { 1, 0, 0, 1 },
baseColorTexture = new glTFMaterialBaseColorTextureInfo(),
},
extensions = new glTFMaterial_extensions
{
KHR_materials_unlit = new glTF_KHR_materials_unlit { }
}
});
Assert.AreEqual("UniGLTF/UniUnlit", shader.name);
}
{
// default
var shader = shaderStore.GetShader(new glTFMaterial
{
extensions = new glTFMaterial_extensions
{
KHR_materials_unlit = new glTF_KHR_materials_unlit { }
}
});
Assert.AreEqual("UniGLTF/UniUnlit", shader.name);
}
}
[Test]
public void MaterialImportTest()
{
var shaderStore = new ShaderStore(null);
var materialImporter = new MaterialImporter(shaderStore, null);
{
var material = materialImporter.CreateMaterial(0, new glTFMaterial
{
});
Assert.AreEqual("Standard", material.shader.name);
}
}
[Test]
public void MaterialExportTest()
{
var material = new Material(Shader.Find("Standard"));
material.SetColor("_EmissionColor", new Color(0, 1, 2, 1));
material.EnableKeyword("_EMISSION");
var materialExporter = new MaterialExporter();
var textureExportManager = new TextureExportManager(new Texture[] { });
var gltfMaterial = materialExporter.ExportMaterial(material, textureExportManager);
Assert.AreEqual(gltfMaterial.emissiveFactor, new float[] { 0, 0.5f, 1 });
}
}
}