< Summary

Class:DCL.BasicMaterial
Assembly:AssetPromiseKeeper
File(s):/tmp/workspace/unity-renderer/unity-renderer/Assets/Scripts/MainScripts/DCL/Controllers/AssetManager/Material/MaterialHelper.cs
Covered lines:8
Uncovered lines:0
Coverable lines:8
Total lines:118
Line coverage:100% (8 of 8)
Covered branches:0
Total branches:0

Metrics

MethodBranch coverage Crap Score Cyclomatic complexity NPath complexity Sequence coverage
BasicMaterial()0%110100%
Create()0%110100%
SetUp(...)0%110100%

File(s)

/tmp/workspace/unity-renderer/unity-renderer/Assets/Scripts/MainScripts/DCL/Controllers/AssetManager/Material/MaterialHelper.cs

#LineLine coverage
 1using DCL.Helpers;
 2using UnityEngine;
 3using UnityEngine.Rendering;
 4using DCL.Shaders;
 5
 6namespace DCL
 7{
 8    internal static class BasicMaterial
 9    {
 110        private static readonly string MATERIAL_PATH = "Materials/BasicShapeMaterial";
 11
 12        public static Material Create()
 13        {
 1514            return new Material(Utils.EnsureResourcesMaterial(MATERIAL_PATH));
 15        }
 16
 17        public static void SetUp(Material material, float alphaTest)
 18        {
 1519            material.EnableKeyword("_ALPHATEST_ON");
 1520            material.SetInt(ShaderUtils.ZWrite, 1);
 1521            material.SetFloat(ShaderUtils.AlphaClip, 1);
 1522            material.SetFloat(ShaderUtils.Cutoff, alphaTest);
 1523            material.renderQueue = (int)RenderQueue.AlphaTest;
 1524        }
 25    }
 26
 27    internal static class PBRMaterial
 28    {
 29        private static readonly string MATERIAL_PATH = "Materials/ShapeMaterial";
 30
 31        public static Material Create()
 32        {
 33            return new Material(Utils.EnsureResourcesMaterial(MATERIAL_PATH));
 34        }
 35
 36        public static void SetUpColors(Material material, Color albedo, Color emissive, Color reflectivity, float emissi
 37        {
 38            material.SetColor(ShaderUtils.BaseColor, albedo);
 39
 40            if (emissive != Color.clear && emissive != Color.black)
 41            {
 42                material.EnableKeyword("_EMISSION");
 43            }
 44
 45            material.SetColor(ShaderUtils.EmissionColor, emissive * emissiveIntensity);
 46            material.SetColor(ShaderUtils.SpecColor, reflectivity);
 47        }
 48
 49        public static void SetUpProps(Material material, float metallic, float roughness, float glossiness,
 50            float specularIntensity, float directIntensity)
 51        {
 52            material.SetFloat(ShaderUtils.Metallic, metallic);
 53            material.SetFloat(ShaderUtils.Smoothness, 1 - roughness);
 54            material.SetFloat(ShaderUtils.EnvironmentReflections, glossiness);
 55            material.SetFloat(ShaderUtils.SpecularHighlights, specularIntensity * directIntensity);
 56        }
 57
 58        public static void SetUpTransparency(Material material, AssetPromise_Material_Model.TransparencyMode transparenc
 59            AssetPromise_Material_Model.Texture? alphaTexture, Color albedoColor, float alphaTest)
 60        {
 61            // Reset shader keywords
 62            material.DisableKeyword("_ALPHATEST_ON"); // Cut Out Transparency
 63            material.DisableKeyword("_ALPHABLEND_ON"); // Fade Transparency
 64            material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); // Transparent
 65
 66            if (transparencyMode == AssetPromise_Material_Model.TransparencyMode.Auto)
 67            {
 68                if (alphaTexture != null || albedoColor.a < 1f) //AlphaBlend
 69                {
 70                    transparencyMode = AssetPromise_Material_Model.TransparencyMode.AlphaBlend;
 71                }
 72                else // Opaque
 73                {
 74                    transparencyMode = AssetPromise_Material_Model.TransparencyMode.Opaque;
 75                }
 76            }
 77
 78            switch (transparencyMode)
 79            {
 80                case AssetPromise_Material_Model.TransparencyMode.Opaque:
 81                    material.renderQueue = (int)RenderQueue.Geometry;
 82                    material.SetFloat(ShaderUtils.AlphaClip, 0);
 83                    break;
 84                case AssetPromise_Material_Model.TransparencyMode.AlphaTest: // ALPHATEST
 85                    material.EnableKeyword("_ALPHATEST_ON");
 86
 87                    material.SetInt(ShaderUtils.SrcBlend, (int)BlendMode.One);
 88                    material.SetInt(ShaderUtils.DstBlend, (int)BlendMode.Zero);
 89                    material.SetInt(ShaderUtils.ZWrite, 1);
 90                    material.SetFloat(ShaderUtils.AlphaClip, 1);
 91                    material.SetFloat(ShaderUtils.Cutoff, alphaTest);
 92                    material.SetInt(ShaderUtils.Surface, 0);
 93                    material.renderQueue = (int)RenderQueue.AlphaTest;
 94                    break;
 95                case AssetPromise_Material_Model.TransparencyMode.AlphaBlend: // ALPHABLEND
 96                    material.EnableKeyword("_ALPHABLEND_ON");
 97
 98                    material.SetInt(ShaderUtils.SrcBlend, (int)BlendMode.SrcAlpha);
 99                    material.SetInt(ShaderUtils.DstBlend, (int)BlendMode.OneMinusSrcAlpha);
 100                    material.SetInt(ShaderUtils.ZWrite, 0);
 101                    material.SetFloat(ShaderUtils.AlphaClip, 0);
 102                    material.renderQueue = (int)RenderQueue.Transparent;
 103                    material.SetInt(ShaderUtils.Surface, 1);
 104                    break;
 105                case AssetPromise_Material_Model.TransparencyMode.AlphaTestAndAlphaBlend:
 106                    material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
 107
 108                    material.SetInt(ShaderUtils.SrcBlend, (int)BlendMode.One);
 109                    material.SetInt(ShaderUtils.DstBlend, (int)BlendMode.OneMinusSrcAlpha);
 110                    material.SetInt(ShaderUtils.ZWrite, 0);
 111                    material.SetFloat(ShaderUtils.AlphaClip, 1);
 112                    material.renderQueue = (int)RenderQueue.Transparent;
 113                    material.SetInt(ShaderUtils.Surface, 1);
 114                    break;
 115            }
 116        }
 117    }
 118}