public void EqualSource()
        {
            UnityEngine.Material realMaterial = resultMaterial.Unity3dObject as UnityEngine.Material;

            Assert.AreEqual(material.Name, realMaterial.name);
            Assert.AreEqual(material.Shader, realMaterial.shader.name);
            for (int i = 0; i < material.PropertiesLength; i++)
            {
                Schema.ShaderProperty p = material.GetProperties(i);

                Assert.IsTrue(realMaterial.HasProperty(p.Names));

                switch (p.Type)
                {
                case ShaderPropertyType.Float:
                case ShaderPropertyType.Range:
                {
                    Assert.AreEqual(p.ValueType, ShaderPropertyValue.ShaderPropertyFloat);

                    float originValue     = realMaterial.GetFloat(p.Names);
                    ShaderPropertyFloat f = p.GetValue <ShaderPropertyFloat>(new ShaderPropertyFloat());
                    Assert.AreEqual(f.Value, originValue);
                }
                break;

                case ShaderPropertyType.Color:
                {
                    Assert.AreEqual(p.ValueType, ShaderPropertyValue.ShaderPropertyColor);

                    UnityEngine.Color   originValue = realMaterial.GetColor(p.Names);
                    ShaderPropertyColor c           = p.GetValue <ShaderPropertyColor>(new ShaderPropertyColor());
                    Assert.AreEqual(originValue.a, c.Color.A);
                    Assert.AreEqual(originValue.g, c.Color.G);
                    Assert.AreEqual(originValue.b, c.Color.B);
                    Assert.AreEqual(originValue.r, c.Color.R);
                }
                break;

                case ShaderPropertyType.Vector:
                {
                    Assert.AreEqual(p.ValueType, ShaderPropertyValue.ShaderPropertyVector);

                    UnityEngine.Vector4  originValue = realMaterial.GetVector(p.Names);
                    ShaderPropertyVector v           = p.GetValue <ShaderPropertyVector>(new ShaderPropertyVector());
                    Assert.AreEqual(originValue.x, v.Vector.X);
                    Assert.AreEqual(originValue.y, v.Vector.Y);
                    Assert.AreEqual(originValue.z, v.Vector.Z);
                    Assert.AreEqual(originValue.w, v.Vector.W);
                }
                break;

                case ShaderPropertyType.TexEnv:
                {
                    Assert.AreEqual(p.ValueType, ShaderPropertyValue.ShaderPropertyTexture);
                    //UnityEngine.Texture texture = realMaterial.GetTexture(p.Names);
                    Vector2 offset = realMaterial.GetTextureOffset(p.Names);
                    Vector2 scale  = realMaterial.GetTextureScale(p.Names);

                    //这个测试用例不真正装载 texture.
                    //Assert.IsFalse(texture == null);
                    ShaderPropertyTexture t = p.GetValue <ShaderPropertyTexture>(new ShaderPropertyTexture());
                    string texturePath      = resultMaterial.GetTexturePath(t.Name);

                    Assert.IsTrue(realMaterial.HasProperty(p.Names));
                    Assert.IsTrue(dictTextures.ContainsKey(texturePath));
                    Assert.IsNotNull(realMaterial.GetTexture(p.Names));
                    Assert.AreEqual(dictTextures[texturePath].resourceObject.Unity3dObject.GetInstanceID(), realMaterial.GetTexture(p.Names).GetInstanceID());

                    Assert.AreEqual(offset.x, t.Offset.X);
                    Assert.AreEqual(offset.y, t.Offset.Y);
                    Assert.AreEqual(scale.x, t.Scale.X);
                    Assert.AreEqual(scale.y, t.Scale.Y);
                }
                break;
                }
            }
        }
Esempio n. 2
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        public void EqualSource()
        {
            Assert.AreEqual(material.Name, originMaterial.name);
            Assert.AreEqual(material.Shader, originMaterial.shader.name);
            for (int i = 0; i < material.PropertiesLength; i++)
            {
                Schema.ShaderProperty p = material.GetProperties(i);

                Assert.IsTrue(originMaterial.HasProperty(p.Names));

                switch (p.Type)
                {
                case ShaderPropertyType.Float:
                case ShaderPropertyType.Range:
                {
                    Assert.AreEqual(p.ValueType, ShaderPropertyValue.ShaderPropertyFloat);

                    float originValue     = originMaterial.GetFloat(p.Names);
                    ShaderPropertyFloat f = p.GetValue <ShaderPropertyFloat>(new ShaderPropertyFloat());
                    Assert.AreEqual(f.Value, originValue);
                }
                break;

                case ShaderPropertyType.Color:
                {
                    Assert.AreEqual(p.ValueType, ShaderPropertyValue.ShaderPropertyColor);

                    UnityEngine.Color   originValue = originMaterial.GetColor(p.Names);
                    ShaderPropertyColor c           = p.GetValue <ShaderPropertyColor>(new ShaderPropertyColor());
                    Assert.AreEqual(originValue.a, c.Color.A);
                    Assert.AreEqual(originValue.g, c.Color.G);
                    Assert.AreEqual(originValue.b, c.Color.B);
                    Assert.AreEqual(originValue.r, c.Color.R);
                }
                break;

                case ShaderPropertyType.Vector:
                {
                    Assert.AreEqual(p.ValueType, ShaderPropertyValue.ShaderPropertyVector);

                    UnityEngine.Vector4  originValue = originMaterial.GetVector(p.Names);
                    ShaderPropertyVector v           = p.GetValue <ShaderPropertyVector>(new ShaderPropertyVector());
                    Assert.AreEqual(originValue.x, v.Vector.X);
                    Assert.AreEqual(originValue.y, v.Vector.Y);
                    Assert.AreEqual(originValue.z, v.Vector.Z);
                    Assert.AreEqual(originValue.w, v.Vector.W);
                }
                break;

                case ShaderPropertyType.TexEnv:
                {
                    Assert.AreEqual(p.ValueType, ShaderPropertyValue.ShaderPropertyTexture);
                    UnityEngine.Texture texture = originMaterial.GetTexture(p.Names);
                    Vector2             offset  = originMaterial.GetTextureOffset(p.Names);
                    Vector2             scale   = originMaterial.GetTextureScale(p.Names);

                    Assert.IsFalse(texture == null);
                    ShaderPropertyTexture t = p.GetValue <ShaderPropertyTexture>(new ShaderPropertyTexture());

                    Assert.AreEqual(texture.name, t.Name);
                    Assert.AreEqual(offset.x, t.Offset.X);
                    Assert.AreEqual(offset.y, t.Offset.Y);
                    Assert.AreEqual(scale.x, t.Scale.X);
                    Assert.AreEqual(scale.y, t.Scale.Y);
                }
                break;
                }
            }
        }
Esempio n. 3
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        public static ByteBuffer Save(UnityEngine.Material material)
        {
            FlatBufferBuilder builder = new FlatBufferBuilder(InitBufferSize);

            int count = ShaderUtil.GetPropertyCount(material.shader);
            List <Offset <ShaderProperty> > listOffShaderProperties = new List <Offset <ShaderProperty> >();

            for (int i = 0; i < count; i++)
            {
                string name = ShaderUtil.GetPropertyName(material.shader, i);
                ShaderUtil.ShaderPropertyType type      = ShaderUtil.GetPropertyType(material.shader, i);
                Schema.ShaderPropertyValue    valueType = ShaderPropertyValue.NONE;
                int valueOffset = -1;
                switch (type)
                {
                case ShaderUtil.ShaderPropertyType.Color:
                {
                    UnityEngine.Color c = material.GetColor(name);
                    ShaderPropertyColor.StartShaderPropertyColor(builder);
                    ShaderPropertyColor.AddColor(builder, Schema.Color.CreateColor(builder, c.a, c.b, c.g, c.r));
                    Offset <ShaderPropertyColor> offset = ShaderPropertyColor.EndShaderPropertyColor(builder);
                    valueType   = ShaderPropertyValue.ShaderPropertyColor;
                    valueOffset = offset.Value;
                }
                break;

                case ShaderUtil.ShaderPropertyType.Vector:
                {
                    Vector4 v = material.GetVector(name);
                    ShaderPropertyVector.StartShaderPropertyVector(builder);
                    ShaderPropertyVector.AddVector(builder, Schema.Vec4.CreateVec4(builder, v.x, v.y, v.z, v.w));
                    Offset <ShaderPropertyVector> offset = ShaderPropertyVector.EndShaderPropertyVector(builder);
                    valueType   = ShaderPropertyValue.ShaderPropertyVector;
                    valueOffset = offset.Value;
                }
                break;

                case ShaderUtil.ShaderPropertyType.Range:
                case ShaderUtil.ShaderPropertyType.Float:
                {
                    float f = material.GetFloat(name);
                    ShaderPropertyFloat.StartShaderPropertyFloat(builder);
                    ShaderPropertyFloat.AddValue(builder, f);
                    Offset <ShaderPropertyFloat> offset = ShaderPropertyFloat.EndShaderPropertyFloat(builder);
                    valueType   = ShaderPropertyValue.ShaderPropertyFloat;
                    valueOffset = offset.Value;
                }
                break;

                case ShaderUtil.ShaderPropertyType.TexEnv:
                {
                    UnityEngine.Texture t = material.GetTexture(name);
                    string textureName    = "$NULL_TEXTURE";
                    if (t != null)
                    {
                        textureName = AssetDatabase.GetAssetPath(t.GetInstanceID());
                        if (string.IsNullOrEmpty(textureName))
                        {
                            textureName = t.name;
                        }
                        else
                        {
                            textureName = textureName.Substring(ArtWork.path.Length);
                            textureName = System.IO.Path.GetDirectoryName(textureName) + "/" + System.IO.Path.GetFileNameWithoutExtension(textureName);
                        }
                    }
                    Vector2 toffset = material.GetTextureOffset(name);
                    Vector2 tscale  = material.GetTextureScale(name);

                    StringOffset pathOffset = builder.CreateString(textureName);
                    ShaderPropertyTexture.StartShaderPropertyTexture(builder);
                    ShaderPropertyTexture.AddName(builder, pathOffset);
                    ShaderPropertyTexture.AddOffset(builder, Vec2.CreateVec2(builder, toffset.x, toffset.y));
                    ShaderPropertyTexture.AddScale(builder, Vec2.CreateVec2(builder, tscale.x, tscale.y));
                    Offset <ShaderPropertyTexture> offset = ShaderPropertyTexture.EndShaderPropertyTexture(builder);
                    valueType   = ShaderPropertyValue.ShaderPropertyTexture;
                    valueOffset = offset.Value;
                }
                break;
                }

                if (valueOffset >= 0)
                {
                    listOffShaderProperties.Add(
                        ShaderProperty.CreateShaderProperty(
                            builder, builder.CreateString(name), (Schema.ShaderPropertyType)type, valueType, valueOffset
                            ));
                }
            }
            StringOffset             offMaterialName = builder.CreateString(material.name);
            StringOffset             offShader       = builder.CreateString(material.shader.name);
            Offset <Schema.Material> offMaterial     = Schema.Material.CreateMaterial(
                builder, offMaterialName, offShader, Schema.Material.CreatePropertiesVector(builder, listOffShaderProperties.ToArray()));

            builder.Finish(offMaterial.Value);
            return(builder.DataBuffer);
        }
Esempio n. 4
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 void Start()
 {
     spriteRenderer = GetComponent <SpriteRenderer>();
     light          = new ShaderPropertyFloat(spriteRenderer.material, "_Volume");
 }