< Summary

Class:DCL.Helpers.ShaderUtils
Assembly:RenderUtils
File(s):/tmp/workspace/unity-renderer/unity-renderer/Assets/Rendering/Utils/ShaderUtils.cs
Covered lines:30
Uncovered lines:0
Coverable lines:30
Total lines:48
Line coverage:100% (30 of 30)
Covered branches:0
Total branches:0

Metrics

MethodBranch coverage Crap Score Cyclomatic complexity NPath complexity Sequence coverage
ShaderUtils()0%110100%

File(s)

/tmp/workspace/unity-renderer/unity-renderer/Assets/Rendering/Utils/ShaderUtils.cs

#LineLine coverage
 1using UnityEngine;
 2
 3namespace DCL.Helpers
 4{
 5    public static class ShaderUtils
 6    {
 7        //Toon shader properties
 18        public static readonly int LightDir = Shader.PropertyToID("_LightDir");
 19        public static readonly int LightColor = Shader.PropertyToID("_LightColor");
 110        public static readonly int TintColor = Shader.PropertyToID("_TintColor");
 11
 112        public static readonly int GlossMatCap = Shader.PropertyToID("_GlossMatCap");
 113        public static readonly int FresnelMatCap = Shader.PropertyToID("_FresnelMatCap");
 114        public static readonly int MatCap = Shader.PropertyToID("_MatCap");
 15
 16        //Lit properties
 117        public static readonly int SpecGlossMap = Shader.PropertyToID("_SpecGlossMap");
 118        public static readonly int SmoothnessTextureChannel = Shader.PropertyToID("_SmoothnessTextureChannel");
 119        public static readonly int SpecColor = Shader.PropertyToID("_SpecColor");
 120        public static readonly int GlossMapScale = Shader.PropertyToID("_GlossMapScale");
 121        public static readonly int Glossiness = Shader.PropertyToID("_Glossiness");
 22
 123        public static readonly int BaseMap = Shader.PropertyToID("_BaseMap");
 124        public static readonly int AlphaTexture = Shader.PropertyToID("_AlphaTexture");
 125        public static readonly int BaseColor = Shader.PropertyToID("_BaseColor");
 126        public static readonly int Metallic = Shader.PropertyToID("_Metallic");
 127        public static readonly int Smoothness = Shader.PropertyToID("_Smoothness");
 28
 129        public static readonly int Cutoff = Shader.PropertyToID("_Cutoff");
 130        public static readonly int BumpMap = Shader.PropertyToID("_BumpMap");
 131        public static readonly int BumpScale = Shader.PropertyToID("_BumpScale");
 32
 133        public static readonly int OcclusionMap = Shader.PropertyToID("_OcclusionMap");
 134        public static readonly int OcclusionStrength = Shader.PropertyToID("_OcclusionStrength");
 35
 136        public static readonly int EmissionMap = Shader.PropertyToID("_EmissionMap");
 137        public static readonly int EmissionColor = Shader.PropertyToID("_EmissionColor");
 38
 139        public static readonly int SrcBlend = Shader.PropertyToID("_SrcBlend");
 140        public static readonly int DstBlend = Shader.PropertyToID("_DstBlend");
 141        public static readonly int ZWrite = Shader.PropertyToID("_ZWrite");
 142        public static readonly int AlphaClip = Shader.PropertyToID("_AlphaClip");
 143        public static readonly int Cull = Shader.PropertyToID("_Cull");
 44
 145        public static readonly int SpecularHighlights = Shader.PropertyToID("_SpecularHighlights");
 146        public static readonly int EnvironmentReflections = Shader.PropertyToID("_EnvironmentReflections");
 47    }
 48}

Methods/Properties

ShaderUtils()