Restore panoramic skybox path for skybox integration
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@@ -156,7 +156,7 @@ TEST(BuiltinForwardPipeline_Test, BuiltinSkyboxShaderDeclaresExplicitEnvironment
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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(), 4u);
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ASSERT_EQ(pass->resources.Size(), 5u);
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const ShaderPropertyDesc* tint = shader->FindProperty("_Tint");
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ASSERT_NE(tint, nullptr);
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@@ -173,6 +173,11 @@ TEST(BuiltinForwardPipeline_Test, BuiltinSkyboxShaderDeclaresExplicitEnvironment
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EXPECT_EQ(rotation->type, ShaderPropertyType::Float);
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EXPECT_EQ(rotation->semantic, "Rotation");
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const ShaderPropertyDesc* panoramic = shader->FindProperty("_MainTex");
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ASSERT_NE(panoramic, nullptr);
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EXPECT_EQ(panoramic->type, ShaderPropertyType::Texture2D);
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EXPECT_EQ(panoramic->semantic, "SkyboxPanoramicTexture");
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const ShaderPropertyDesc* cubemap = shader->FindProperty("_Tex");
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ASSERT_NE(cubemap, nullptr);
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EXPECT_EQ(cubemap->type, ShaderPropertyType::TextureCube);
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@@ -188,16 +193,21 @@ TEST(BuiltinForwardPipeline_Test, BuiltinSkyboxShaderDeclaresExplicitEnvironment
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EXPECT_EQ(pass->resources[1].set, 1u);
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EXPECT_EQ(pass->resources[1].binding, 0u);
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EXPECT_EQ(pass->resources[2].semantic, "SkyboxTexture");
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EXPECT_EQ(pass->resources[2].type, ShaderResourceType::TextureCube);
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EXPECT_EQ(pass->resources[2].semantic, "SkyboxPanoramicTexture");
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EXPECT_EQ(pass->resources[2].type, ShaderResourceType::Texture2D);
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EXPECT_EQ(pass->resources[2].set, 2u);
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EXPECT_EQ(pass->resources[2].binding, 0u);
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EXPECT_EQ(pass->resources[3].semantic, "LinearClampSampler");
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EXPECT_EQ(pass->resources[3].type, ShaderResourceType::Sampler);
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EXPECT_EQ(pass->resources[3].semantic, "SkyboxTexture");
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EXPECT_EQ(pass->resources[3].type, ShaderResourceType::TextureCube);
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EXPECT_EQ(pass->resources[3].set, 3u);
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EXPECT_EQ(pass->resources[3].binding, 0u);
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EXPECT_EQ(pass->resources[4].semantic, "LinearClampSampler");
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EXPECT_EQ(pass->resources[4].type, ShaderResourceType::Sampler);
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EXPECT_EQ(pass->resources[4].set, 4u);
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EXPECT_EQ(pass->resources[4].binding, 0u);
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delete shader;
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}
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