public void SetUp()
        {
            m_TempAssetInstantiate = new TempAsset("InstantiateObject.cs", @"
using UnityEngine;
class InstantiateObject : MonoBehaviour
{
    public GameObject Prefab;
    public GameObject Instance;
    void Start()
    {
        Instance = Instantiate(Prefab);
    }
}
");

            m_TempAssetAddComponent = new TempAsset("AddComponentToGameObject.cs", @"
using UnityEngine;
class AddComponentToGameObject : MonoBehaviour
{
    public GameObject Instance;
    void Start()
    {
        Instance.AddComponent<Rigidbody>();
    }
}
");
        }
示例#2
0
        public static TempAsset Save(UnityEngine.Object asset, string fileName)
        {
            var tempAsset = new TempAsset(fileName);

            AssetDatabase.CreateAsset(asset, tempAsset.relativePath);
            AssetDatabase.ImportAsset(tempAsset.relativePath, ImportAssetOptions.ForceUpdate);

            return(tempAsset);
        }
示例#3
0
 public void SetUp()
 {
     m_MonoBehaviourWithEmptyEventMethod = new TempAsset("MonoBehaviourWithEmptyEventMethod.cs",
                                                         "using UnityEngine; class MyBaseClass : MonoBehaviour { } class MonoBehaviourWithEmptyEventMethod : MyBaseClass { void Update() { ; } }"); // ';' should introduce a noop
     m_MonoBehaviourWithEmptyMethod = new TempAsset("MonoBehaviourWithEmptyMethod.cs",
                                                    "using UnityEngine; class MonoBehaviourWithEmptyMethod : MonoBehaviour{ void NotAnEvent() { } }");
     m_NotMonoBehaviourWithEmptyMethod = new TempAsset("NotMonoBehaviourWithEmptyMethod.cs",
                                                       "class NotMonoBehaviourWithEmptyMethod { void Update() { } }");
 }
 public void SetUp()
 {
     m_MonoBehaviourWithEmptyMagicMethod = new TempAsset("MonoBehaviourWithEmptyMagicMethod.cs",
                                                         "using UnityEngine; class MyBaseClass : MonoBehaviour { } class MonoBehaviourWithEmptyMagicMethod : MyBaseClass { void Update() { } }");
     m_MonoBehaviourWithEmptyMethod = new TempAsset("MonoBehaviourWithEmptyMethod.cs",
                                                    "using UnityEngine; class MonoBehaviourWithEmptyMethod : MonoBehaviour{ void NotMagicMethod() { } }");
     m_NotMonoBehaviourWithEmptyMethod = new TempAsset("NotMonoBehaviourWithEmptyMethod.cs",
                                                       "class NotMonoBehaviourWithEmptyMethod { void Update() { } }");
 }
        public void SetUp()
        {
            m_TempAsset = new TempAsset("MyClass.cs", @"
class MyClass {
#if !UNITY_EDITOR
    asd
#endif
}
");
        }
        public void SetUp()
        {
            m_ScriptWithError = new TempAsset("ScriptWithError.cs", @"
class ScriptWithError {
#if !UNITY_EDITOR
    asd
#endif
}
");
        }
        public void SetUp()
        {
            m_ScriptWithWarning = new TempAsset("ScriptWithWarning.cs", @"
class ScriptWithWarning {
    void SomeMethod()
    {
        int i = 0;
    }
}
");
        }
 public void SetUp()
 {
     m_TempAssetBoxingInt = new TempAsset("BoxingIntTest.cs",
                                          "using System; class BoxingIntTest { Object Dummy() { return 666; } }");
     m_TempAssetBoxingFloat = new TempAsset("BoxingFloatTest.cs",
                                            "using System; class BoxingFloatTest { Object Dummy() { return 666.0f; } }");
     m_TempAssetBoxingGenericRefType = new TempAsset("BoxingGenericRefType.cs",
                                                     "class SomeClass {}; class BoxingGenericRefType<T> where T : SomeClass { T refToGenericType; void Dummy() { if (refToGenericType == null){} } }");
     m_TempAssetBoxingGeneric = new TempAsset("BoxingGeneric.cs",
                                              "class BoxingGeneric<T> { T refToGenericType; void Dummy() { if (refToGenericType == null){} } }");
 }
示例#9
0
        public void SetUp()
        {
            m_TempAssetObjectAllocation = new TempAsset("ObjectAllocation.cs", @"
class ObjectAllocation
{
    static ObjectAllocation Dummy()
    {
        // explicit object allocation
        return new ObjectAllocation();
    }
}
");

            m_TempAssetArrayAllocation = new TempAsset("ArrayAllocation.cs", @"
class ArrayAllocation
{
    int[] array;
    void Dummy()
    {
        // explicit array allocation
        array = new int[1];
    }
}
");

            m_TempAssetMultidimensionalArrayAllocation = new TempAsset("MultidimensionalArrayAllocation.cs", @"
class MultidimensionalArrayAllocation
{
    int[,] array;
    void Dummy()
    {
        // explicit array allocation
        array = new int[1,1];
    }
}
");

            m_TempAssetParamsArrayAllocation = new TempAsset("ParamsArrayAllocation.cs", @"
class ParamsArrayAllocation
{
    void DummyImpl(params object[] args)
    {
    }

    void Dummy(object C)
    {
        // implicit array allocation
        DummyImpl(null, null);
    }
}
");
        }
        public void SetUp()
        {
            m_TempAsset = new TempAsset("MyClass.cs", @"
using UnityEngine;
class MyClass
{
    void Dummy()
    {
        Debug.Log(Camera.allCameras.Length);
    }
}
");
        }
示例#11
0
        public void SetUp()
        {
            m_TempAssetStringConcat = new TempAsset("StringConcat.cs", @"
class StringConcat
{
    string text = ""This is a test"";
    string Dummy()
    {
        return text + text;
    }
}
");
        }
        public void SetUp()
        {
            m_TempAsset = new TempAsset("MyClass.cs", @"
using UnityEngine;
class MyClass : MonoBehaviour
{
    void Update()
    {
        Debug.Log(Camera.allCameras.Length);
    }
}
");
        }
示例#13
0
        public void SetUp()
        {
            m_TempAsset = new TempAsset("MyClass.cs", @"
using UnityEngine;
class MyClass
{
    void Dummy()
    {
        // Accessing Camera.main property is not recommended and will be reported as a possible performance problem.
        Debug.Log(Camera.main.name);
    }
}
");
        }
        public void SetUp()
        {
            m_TempAsset = new TempAsset("MyClass.cs", @"
using System.Linq;
using System.Collections.Generic;

class MyClass
{
    int Dummy(List<int> list)
    {
        return list.Count();
    }
}"
                                        );
        }
示例#15
0
        public void SetUp()
        {
            m_TempAsset = new TempAsset("MyClass.cs", @"
using UnityEngine;
class MyClass
{
    void Dummy()
    {
#if UNITY_EDITOR
        Debug.Log(Camera.main.name);
#endif
    }
}
");
        }
        public void SetUp()
        {
            m_ShaderResource = new TempAsset("Resources/MyTestShader.shader", @"
Shader ""Custom/MyTestShader""
            {
                Properties
                {
                    _Color (""Color"", Color) = (1,1,1,1)
                }
                SubShader
                {
                    Tags { ""RenderType""=""Opaque"" }
                    LOD 200

                    CGPROGRAM
                    // Physically based Standard lighting model, and enable shadows on all light types
                    #pragma surface surf Standard fullforwardshadows

                    // Use shader model 3.0 target, to get nicer looking lighting
                    #pragma target 3.0

                    sampler2D _MainTex;

                    struct Input
                    {
                        float2 uv_MainTex;
                    };

                    half _Glossiness;
                    half _Metallic;
                    fixed4 _Color;

                    void surf (Input IN, inout SurfaceOutputStandard o)
                    {
                        // Albedo comes from a texture tinted by color
                        fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
                        o.Albedo = c.rgb;
                        // Metallic and smoothness come from slider variables
                        o.Metallic = _Metallic;
                        o.Smoothness = _Glossiness;
                        o.Alpha = c.a;
                    }
                    ENDCG
                }
                FallBack ""Diffuse""
            }
");
        }
示例#17
0
        public void SetUp()
        {
            m_TempAsset = new TempAsset("FilterTests.cs", @"
using UnityEngine;

class WrapperClass
{
    InternalClass impl;
    void DoSomething()
    {
        impl.DoSomething();
    }
}

class InternalClass
{
    public void DoSomething()
    {
        Debug.Log(Camera.allCameras.Length.ToString());
    }
}
");
        }
示例#18
0
        public static ProjectIssue[] AnalyzeAndFindAssetIssues(TempAsset tempAsset)
        {
            var auditor = new ScriptAuditor();
            var config  = ScriptableObject.CreateInstance <ProjectAuditorConfig>();

            config.AnalyzeInBackground = false;
            auditor.Initialize(config);

            var foundIssues = new List <ProjectIssue>();
            var completed   = false;

            auditor.Audit(issue => {
                foundIssues.Add(issue);
            },
                          () =>
            {
                completed = true;
            });

            Assert.True(completed);

            return(foundIssues.Where(i => i.relativePath.Equals(tempAsset.relativePath)).ToArray());
        }
        public void SetUp()
        {
            m_TempAsset = new TempAsset("FilterTests.cs", @"
using UnityEngine;

class WrapperClass
{
    InternalClass impl;
    void DoSomething()
    {
        impl.DoSomething();
    }
}

class InternalClass
{
    public void DoSomething()
    {
        // Accessing Camera.main property is not recommended and will be reported as a possible performance problem.
        Debug.Log(Camera.main.name);
    }
}
");
        }
示例#20
0
 public void SetUp()
 {
     m_TempAsset = new TempAsset("MyClass.cs",
                                 "using UnityEngine; class MyClass : MonoBehaviour { void Start() { Debug.Log(Camera.main.name); } }");
 }
        public void SetUp()
        {
            m_TempAsset = new TempAsset("MyClass.cs", @"
using UnityEngine;
class MyClass
{
    void Dummy()
    {
        Debug.Log(Camera.allCameras.Length.ToString());
    }
}
");

            m_TempAssetDerivedClassMethod = new TempAsset("DerivedClassMethod.cs", @"
using UnityEngine;
class DerivedClassMethod
{
    bool IsMainCamera(Camera camera)
    {
        return camera.tag == ""MainCamera"";
    }
}
");

            m_TempAssetInPlugin = new TempAsset("Plugins/MyPlugin.cs", @"
using UnityEngine;
class MyPlugin
{
    void Dummy()
    {
        Debug.Log(Camera.allCameras.Length.ToString());
    }
}
");

            m_TempAssetInPlayerCode = new TempAsset("IssueInPlayerCode.cs", @"
using UnityEngine;
class MyClassWithPlayerOnlyCode
{
    void Dummy()
    {
#if !UNITY_EDITOR
        Debug.Log(Camera.allCameras.Length.ToString());
#endif
    }
}
");

            m_TempAssetInEditorCode = new TempAsset("IssueInEditorCode.cs", @"
using UnityEngine;
class MyClassWithEditorOnlyCode
{
    void Dummy()
    {
#if UNITY_EDITOR
        Debug.Log(Camera.allCameras.Length.ToString());
#endif
    }
}
");

            m_TempAssetIssueInNestedClass = new TempAsset("IssueInNestedClass.cs", @"
using UnityEngine;
class MyClassWithNested
{
    class NestedClass
    {
        void Dummy()
        {
            Debug.Log(Camera.allCameras.Length.ToString());
        }
    }
}
");

            m_TempAssetIssueInGenericClass = new TempAsset("IssueInGenericClass.cs", @"
using UnityEngine;
class GenericClass<T>
{
    void Dummy()
    {
        Debug.Log(Camera.allCameras.Length.ToString());
    }
}
");

            m_TempAssetIssueInVirtualMethod = new TempAsset("IssueInVirtualMethod.cs", @"
using UnityEngine;
abstract class AbstractClass
{
    public virtual void Dummy()
    {
        Debug.Log(Camera.allCameras.Length.ToString());
    }
}
");

            m_TempAssetIssueInOverrideMethod = new TempAsset("IssueInOverrideMethod.cs", @"
using UnityEngine;
class BaseClass
{
    public virtual void Dummy()
    { }
}

class DerivedClass : BaseClass
{
    public override void Dummy()
    {
        Debug.Log(Camera.allCameras.Length.ToString());
    }
}
");

            m_TempAssetIssueInMonoBehaviour = new TempAsset("IssueInMonoBehaviour.cs", @"
using UnityEngine;
class MyMonoBehaviour : MonoBehaviour
{
    void Start()
    {
        Debug.Log(Camera.allCameras.Length.ToString());
    }
}
");

            m_TempAssetIssueInCoroutine = new TempAsset("IssueInCoroutine.cs", @"
using UnityEngine;
using System.Collections;
class MyMonoBehaviourWithCoroutine : MonoBehaviour
{
    void Start()
    {
        StartCoroutine(MyCoroutine());
    }

    IEnumerator MyCoroutine()
    {
        yield return 1;
    }
}
");

            m_TempAssetIssueInDelegate = new TempAsset("IssueInDelegate.cs", @"
using UnityEngine;
using System;
class ClassWithDelegate
{
    private Func<int> myFunc;

    void Dummy()
    {
        myFunc = () =>
        {
            Debug.Log(Camera.allCameras.Length.ToString());
            return 0;
        };
    }
}
");

            m_TempAssetAnyApiInNamespace = new TempAsset("AnyApiInNamespace.cs", @"
using System.Linq;
using System.Collections.Generic;
class AnyApiInNamespace
{
    int SumAllValues(List<int> list)
    {
        return list.Sum();
    }
}
");
        }
示例#22
0
        public void SetUp()
        {
            m_TempAssetObjectAllocation = new TempAsset("ObjectAllocation.cs", @"
class ObjectAllocation
{
    static ObjectAllocation Dummy()
    {
        // explicit object allocation
        return new ObjectAllocation();
    }
}
");

            m_TempAssetClosureAllocation = new TempAsset("ClosureAllocation.cs", @"
using UnityEngine;
using System;
class ClosureAllocation
{
    void Dummy()
    {
        int x = 1;
        Func<int, int> f = y => y * x;
    }
}
");


            m_TempAssetArrayAllocation = new TempAsset("ArrayAllocation.cs", @"
class ArrayAllocation
{
    int[] array;
    void Dummy()
    {
        // explicit array allocation
        array = new int[1];
    }
}
");

            m_TempAssetMultidimensionalArrayAllocation = new TempAsset("MultidimensionalArrayAllocation.cs", @"
class MultidimensionalArrayAllocation
{
    int[,] array;
    void Dummy()
    {
        // explicit array allocation
        array = new int[1,1];
    }
}
");

            m_TempAssetParamsArrayAllocation = new TempAsset("ParamsArrayAllocation.cs", @"
class ParamsArrayAllocation
{
    void DummyImpl(params object[] args)
    {
    }

    void Dummy(object C)
    {
        // implicit array allocation
        DummyImpl(null, null);
    }
}
");
        }
        public void SetUp()
        {
            m_TempAsset = new TempAsset("MyClass.cs", @"
using UnityEngine;
class MyClass
{
    void Dummy()
    {
        // Accessing Camera.main property is not recommended and will be reported as a possible performance problem.
        Debug.Log(Camera.main.name);
    }
}
");

            m_TempAssetInPlugin = new TempAsset("Plugins/MyPlugin.cs", @"
using UnityEngine;
class MyPlugin
{
    void Dummy()
    {
        // Accessing Camera.main property is not recommended and will be reported as a possible performance problem.
        Debug.Log(Camera.main.name);
    }
}
");

            m_TempAssetInPlayerCode = new TempAsset("IssueInPlayerCode.cs", @"
using UnityEngine;
class MyClassWithPlayerOnlyCode
{
    void Dummy()
    {
#if !UNITY_EDITOR
        Debug.Log(Camera.main.name);
#endif
    }
}
");

            m_TempAssetInEditorCode = new TempAsset("IssueInEditorCode.cs", @"
using UnityEngine;
class MyClassWithEditorOnlyCode
{
    void Dummy()
    {
#if UNITY_EDITOR
        Debug.Log(Camera.main.name);
#endif
    }
}
");

            m_TempAssetIssueInNestedClass = new TempAsset("IssueInNestedClass.cs", @"
using UnityEngine;
class MyClassWithNested
{
    class NestedClass
    {
        void Dummy()
        {
            Debug.Log(Camera.main.name);
        }
    }
}
");

            m_TempAssetIssueInGenericClass = new TempAsset("IssueInGenericClass.cs", @"
using UnityEngine;
class GenericClass<T>
{
    void Dummy()
    {
        Debug.Log(Camera.main.name);
    }
}
");

            m_TempAssetIssueInVirtualMethod = new TempAsset("IssueInVirtualMethod.cs", @"
using UnityEngine;
abstract class AbstractClass
{
    public virtual void Dummy()
    {
        Debug.Log(Camera.main.name);
    }
}
");

            m_TempAssetIssueInOverrideMethod = new TempAsset("IssueInOverrideMethod.cs", @"
using UnityEngine;
class BaseClass
{
    public virtual void Dummy()
    { }
}

class DerivedClass : BaseClass
{
    public override void Dummy()
    {
        Debug.Log(Camera.main.name);
    }
}
");

            m_TempAssetIssueInMonoBehaviour = new TempAsset("IssueInMonoBehaviour.cs", @"
using UnityEngine;
class MyMonoBehaviour : MonoBehaviour
{
    void Start()
    {
        Debug.Log(Camera.main.name);
    }
}
");

            m_TempAssetIssueInCoroutine = new TempAsset("IssueInCoroutine.cs", @"
using UnityEngine;
using System.Collections;
class MyMonoBehaviourWithCoroutine : MonoBehaviour
{
    void Start()
    {
        StartCoroutine(MyCoroutine());
    }

    IEnumerator MyCoroutine()
    {
        yield return 1;
    }
}
");

            m_TempAssetIssueInDelegate = new TempAsset("IssueInDelegate.cs", @"
using UnityEngine;
using System;
class ClassWithDelegate
{
    private Func<int> myFunc;

    void Dummy()
    {
        myFunc = () =>
        {
            Debug.Log(Camera.main.name);
            return 0;
        };
    }
}
");
        }
示例#24
0
        public void SetUp()
        {
            m_TempAssetIssueInSimpleClass = new TempAsset("IssueInSimpleClass.cs", @"
using UnityEngine;
class IssueInSimpleClass
{
    void Dummy()
    {
        // Accessing Camera.main property is not recommended and will be reported as a possible performance problem.
        Debug.Log(Camera.main.name);
    }
}
");

            m_TempAssetIssueInMonoBehaviourUpdate = new TempAsset("IssueInMonoBehaviourUpdate.cs", @"
using UnityEngine;
class IssueInMonoBehaviourUpdate : MonoBehaviour
{
    void Update()
    {
        Debug.Log(Camera.main.name);
    }
}
");

            m_TempAssetIssueInClassMethodCalledFromMonoBehaviourUpdate = new TempAsset(
                "IssueInClassMethodCalledFromMonoBehaviourUpdate.cs", @"
using UnityEngine;

class IssueInClassMethodCalledFromMonoBehaviourUpdate : MonoBehaviour
{
    class NestedClass
    {
        public void Dummy()
        {
            // Accessing Camera.main property is not recommended and will be reported as a possible performance problem.
            Debug.Log(Camera.main.name);
        }
    }

    NestedClass m_MyObj;
    void Update()
    {
        m_MyObj.Dummy();
    }
}
");

            m_TempAssetIssueInClassInheritedFromMonoBehaviour = new TempAsset(
                "IssueInClassInheritedFromMonoBehaviour.cs", @"
using UnityEngine;
class A : MonoBehaviour
{
}

class B : A
{
    void Update()
    {
        Debug.Log(Camera.main.name);
    }
}
");

            m_TempAssetShaderWarmupIssueIsCritical = new TempAsset("ShaderWarmUpIssueIsCritical.cs", @"
using UnityEngine;
class ShaderWarmUpIssueIsCritical
{
    void Start()
    {
        Shader.WarmupAllShaders();
    }
}
");
        }
示例#25
0
 public void SetUp()
 {
     m_TempAsset = new TempAsset("MyClass.cs",
                                 "using UnityEngine; class MyClass : MonoBehaviour { void Start() { Debug.Log(Camera.allCameras.Length.ToString()); } }");
 }
示例#26
0
        public static ProjectIssue[] AnalyzeAndFindAssetIssues(TempAsset tempAsset, IssueCategory category = IssueCategory.Code)
        {
            var foundIssues = Analyze(category);

            return(foundIssues.Where(i => i.relativePath.Equals(tempAsset.relativePath)).ToArray());
        }
示例#27
0
        public void SetUp()
        {
            m_ShaderResource = new TempAsset("Resources/MyTestShader.shader", @"
            Shader ""Custom/MyTestShader""
            {
                SubShader
                {
                    Pass
                    {
                        Name ""MyTestShader/Pass""

                        CGPROGRAM
    #pragma vertex vert
    #pragma fragment frag
    #pragma multi_compile __ KEYWORD_A KEYWORD_B

                        struct appdata
                        {
                            float4 vertex : POSITION;
                            float2 uv : TEXCOORD0;
                        };

                        struct v2f
                        {
                            float2 uv : TEXCOORD0;
                            float4 vertex : SV_POSITION;
                        };

                        sampler2D _MainTex;
                        float4 _MainTex_ST;

                        v2f vert (appdata v)
                        {
                            v2f o;
                            o.vertex = UnityObjectToClipPos(v.vertex);
                            o.uv = v.uv;
                            return o;
                        }

                        fixed4 frag (v2f i) : SV_Target
                        {
                            return tex2D(_MainTex, i.uv);
                        }
                        ENDCG
                    }

                    Pass
                    {
                        CGPROGRAM
    #pragma vertex vert
    #pragma fragment frag
    #pragma multi_compile __ KEYWORD_A

                        struct appdata
                        {
                            float4 vertex : POSITION;
                            float2 uv : TEXCOORD0;
                        };

                        struct v2f
                        {
                            float2 uv : TEXCOORD0;
                            float4 vertex : SV_POSITION;
                        };

                        sampler2D _MainTex;
                        float4 _MainTex_ST;

                        v2f vert (appdata v)
                        {
                            v2f o;
                            o.vertex = UnityObjectToClipPos(v.vertex);
                            o.uv = v.uv;
                            return o;
                        }

                        fixed4 frag (v2f i) : SV_Target
                        {
                            return tex2D(_MainTex, i.uv);
                        }
                        ENDCG
                    }
                }
            }");

            m_PlayerLogResource = new TempAsset("player.log", @"
02-10 17:36:20.945  6554  6816 D Unity   : Compiled shader: Custom/MyTestShader, pass: MyTestShader/Pass, stage: vertex, keywords <no keywords>
02-10 17:36:20.945  6554  6816 D Unity   : Compiled shader: Custom/MyTestShader, pass: MyTestShader/Pass, stage: fragment, keywords <no keywords>
02-10 17:36:20.945  6554  6816 D Unity   : Compiled shader: Custom/MyTestShader, pass: MyTestShader/Pass, stage: vertex, keywords KEYWORD_A
02-10 17:36:20.945  6554  6816 D Unity   : Compiled shader: Custom/MyTestShader, pass: MyTestShader/Pass, stage: fragment, keywords KEYWORD_A
02-10 17:36:20.945  6554  6816 D Unity   :
02-10 17:36:20.945  6554  6816 D Unity   : Compiled shader: Custom/MyTestShader, pass: <unnamed>, stage: vertex, keywords KEYWORD_A
02-10 17:36:20.945  6554  6816 D Unity   : Compiled shader: Custom/MyTestShader, pass: <unnamed>, stage: fragment, keywords KEYWORD_A
            ");


            m_PlayerLogWithNoCompilationResource = new TempAsset("player_with_no_compilation.log", string.Empty);

#if UNITY_2019_1_OR_NEWER
            m_ShaderWithErrorResource = new TempAsset("Resources/ShaderWithError.shader", @"
            Sader ""Custom/ShaderWithError""
            {
            }");
#endif

            m_ShaderUsingBuiltInKeywordResource = new TempAsset("Resources/ShaderUsingBuiltInKeyword.shader", @"
Shader ""Custom/ShaderUsingBuiltInKeyword""
            {
                Properties
                {
                    _MainTex (""Texture"", 2D) = ""white"" {}
                }
                SubShader
                {
                    Tags { ""RenderType""=""Opaque"" }
                    LOD 100

                    Pass
                    {
                        CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing

#include ""UnityCG.cginc""

                        struct appdata
                        {
                            float4 vertex : POSITION;
                            float2 uv : TEXCOORD0;
                        };

                        struct v2f
                        {
                            float2 uv : TEXCOORD0;
                            float4 vertex : SV_POSITION;
                        };

                        sampler2D _MainTex;
                        float4 _MainTex_ST;

                        v2f vert (appdata v)
                        {
                            v2f o;
                            o.vertex = UnityObjectToClipPos(v.vertex);
                            o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                            return o;
                        }

                        fixed4 frag (v2f i) : SV_Target
                        {
                            return tex2D(_MainTex, i.uv);
                        }
                        ENDCG
                    }
                }
            }
            ");

            m_SurfShaderResource = new TempAsset("Resources/MySurfShader.shader", @"
Shader ""Custom/MySurfShader""
            {
                Properties
                {
                    _Color (""Color"", Color) = (1,1,1,1)
                }
                SubShader
                {
                    Tags { ""RenderType""=""Opaque"" }
                    LOD 200

                    CGPROGRAM
                    // Physically based Standard lighting model, and enable shadows on all light types
                    #pragma surface surf Standard fullforwardshadows

                    // Use shader model 3.0 target, to get nicer looking lighting
                    #pragma target 3.0

                    sampler2D _MainTex;

                    struct Input
                    {
                        float2 uv_MainTex;
                    };

                    half _Glossiness;
                    half _Metallic;
                    fixed4 _Color;

                    void surf (Input IN, inout SurfaceOutputStandard o)
                    {
                        // Albedo comes from a texture tinted by color
                        fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
                        o.Albedo = c.rgb;
                        // Metallic and smoothness come from slider variables
                        o.Metallic = _Metallic;
                        o.Smoothness = _Glossiness;
                        o.Alpha = c.a;
                    }
                    ENDCG
                }
                FallBack ""Diffuse""
            }
");

            m_EditorShaderResource = new TempAsset("Editor/MyEditorShader.shader", @"
Shader ""Custom/MyEditorShader""
            {
                Properties
                {
                    _Color (""Color"", Color) = (1,1,1,1)
                }
                SubShader
                {
                    Tags { ""RenderType""=""Opaque"" }
                    LOD 200

                    CGPROGRAM
                    // Physically based Standard lighting model, and enable shadows on all light types
                    #pragma surface surf Standard fullforwardshadows

                    // Use shader model 3.0 target, to get nicer looking lighting
                    #pragma target 3.0

                    sampler2D _MainTex;

                    struct Input
                    {
                        float2 uv_MainTex;
                    };

                    half _Glossiness;
                    half _Metallic;
                    fixed4 _Color;

                    void surf (Input IN, inout SurfaceOutputStandard o)
                    {
                        // Albedo comes from a texture tinted by color
                        fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
                        o.Albedo = c.rgb;
                        // Metallic and smoothness come from slider variables
                        o.Metallic = _Metallic;
                        o.Smoothness = _Glossiness;
                        o.Alpha = c.a;
                    }
                    ENDCG
                }
                FallBack ""Diffuse""
            }
");
        }
        public void SetUp()
        {
            m_TempAssetIssueInSimpleClass = new TempAsset("IssueInSimpleClass.cs", @"
using UnityEngine;
class IssueInSimpleClass
{
    void Dummy()
    {
        Debug.Log(Camera.allCameras.Length);
    }
}
");

            m_TempAssetIssueInMonoBehaviourUpdate = new TempAsset("IssueInMonoBehaviourUpdate.cs", @"
using UnityEngine;
class IssueInMonoBehaviourUpdate : MonoBehaviour
{
    void Update()
    {
        Debug.Log(Camera.allCameras.Length);
    }
}
");

            m_TempAssetIssueInClassMethodCalledFromMonoBehaviourUpdate = new TempAsset(
                "IssueInClassMethodCalledFromMonoBehaviourUpdate.cs", @"
using UnityEngine;

class IssueInClassMethodCalledFromMonoBehaviourUpdate : MonoBehaviour
{
    class NestedClass
    {
        public void Dummy()
        {
            Debug.Log(Camera.allCameras.Length);
        }
    }

    NestedClass m_MyObj;
    void Update()
    {
        m_MyObj.Dummy();
    }
}
");

            m_TempAssetIssueInClassInheritedFromMonoBehaviour = new TempAsset(
                "IssueInClassInheritedFromMonoBehaviour.cs", @"
using UnityEngine;
class A : MonoBehaviour
{
}

class B : A
{
    void Update()
    {
        Debug.Log(Camera.allCameras.Length);
    }
}
");

            m_TempAssetShaderWarmupIssueIsCritical = new TempAsset("ShaderWarmUpIssueIsCritical.cs", @"
using UnityEngine;
class ShaderWarmUpIssueIsCritical
{
    void Start()
    {
        Shader.WarmupAllShaders();
    }
}
");
        }
 public void TearDown()
 {
     TempAsset.Cleanup();
 }
示例#30
0
        public void SetUp()
        {
            var material = new Material(Shader.Find("UI/Default"));

            m_TempAsset = TempAsset.Save(material, "Resources/Shiny.mat");
        }