Add procedural skybox scene coverage
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@@ -145,6 +145,27 @@ TEST(BuiltinForwardPipeline_Test, BuiltinUnlitShaderDeclaresExplicitSurfaceResou
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delete shader;
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}
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TEST(BuiltinForwardPipeline_Test, BuiltinSkyboxShaderDeclaresExplicitEnvironmentResourceContract) {
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ShaderLoader loader;
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LoadResult result = loader.Load(GetBuiltinSkyboxShaderPath());
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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Shader* shader = static_cast<Shader*>(result.resource);
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ASSERT_NE(shader, nullptr);
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const ShaderPass* pass = shader->FindPass("Skybox");
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ASSERT_NE(pass, nullptr);
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ASSERT_EQ(pass->resources.Size(), 1u);
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EXPECT_EQ(pass->resources[0].semantic, "Environment");
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EXPECT_EQ(pass->resources[0].type, ShaderResourceType::ConstantBuffer);
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EXPECT_EQ(pass->resources[0].set, 0u);
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EXPECT_EQ(pass->resources[0].binding, 0u);
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delete shader;
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}
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TEST(BuiltinForwardPipeline_Test, BuildsBuiltinPassResourceBindingPlanFromExplicitForwardResources) {
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ShaderLoader loader;
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LoadResult result = loader.Load(GetBuiltinForwardLitShaderPath());
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