public void CheckIfScenesDoNoHaveGI() { UniversalProjectAssert.AllLightingSettingsHaveNoGI(kProjectName, new List <string>() { "Assets/Scenes/058_SpeedTree_V8Settings.lighting" }); }
public void AllRenderersAreNotUniversalRenderer() { UniversalProjectAssert.AllRenderersAreNotUniversalRenderer(KProjectName, new List <string>() { "Assets/CommonAssets/ForwardRenderer.asset" }); // Used by 069_2D_Forward_Shader_Compatibility_Forward }
public void AllRenderersPostProcessingDisabled() { UniversalProjectAssert.AllRenderersPostProcessing(KProjectName, expectDisabled: true, new List <string>() { "Assets/CommonAssets/ForwardRenderer.asset" }); // Used by 003_PixelPerfect_PostProcessing }
public void CheckIfScenesDoNoHaveGI() { UniversalProjectAssert.AllLightingSettingsHaveNoBakedGI(kProjectName, new List <string>() { "Assets/Scenes/010_AdditionalLightsSortedSettings.lighting", "Assets/Scenes/026_Shader_PBRscene_AccurateGBufferSettings.lighting", "Assets/Scenes/029_Particles_DeferredSettings.lighting", "Assets/Scenes/054_Lighting_AttenuationSettings.lighting", "Assets/Scenes/130_ClearCoat_deferred/130_ClearCoat_deferred_LightingSettings.lighting", "Assets/Scenes/230_Decal_Projector.lighting", "Assets/Scenes/231_Decal_Mesh.lighting", }); }
public void AllUrpAssetsHaveMixedLightingEnabled() { UniversalProjectAssert.AllUrpAssetsHaveMixedLighting(kProjectName, expectDisabled: false); }
public void AllRenderersPostProcessingDisabled() { UniversalProjectAssert.AllRenderersPostProcessing(kProjectName, expectDisabled: true); }
public void AllShadersAreNot(ShaderPathID shaderPathID) { UniversalProjectAssert.AllMaterialShadersAreNotBuiltin(kProjectName, shaderPathID); }
public void AllRenderersAreNotRenderer2D() { UniversalProjectAssert.AllRenderersAreNotRenderer2D(kProjectName); }
public void CheckIfMixedLightingDisabled() { UniversalProjectAssert.AllUrpAssetsHaveMixedLighting(kProjectName, expectDisabled: true); }
public void CheckIfScenesDoNoHaveShader(ShaderPathID shaderPathID) { UniversalProjectAssert.AllMaterialShadersAreNotBuiltin(kProjectName, shaderPathID); }
public void CheckIfScenesDoNoHaveGI() { UniversalProjectAssert.AllLightingSettingsHaveNoGI(kProjectName); }