Project_WL/AgentScripts/WL816j_FOAM.txt

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[816j foam]
=== WL-816j ③ 가장자리 물보라 — 값만으로 되는가 ===
1) 파이프라인 = URP-Balanced · depthTexture=True · opaqueTexture=True
게임 카메라 MainCamera pos=(0.00, 15.56, -15.56) 각=(45.00, 0.00, 0.00) fov=60 · requiresDepth=UsePipelineSettings · requiresColor=UsePipelineSettings
물 머티리얼 queue=3000 shader=Shader Graphs/ToonWaterU
2) 해안선 x=12.00 (z=-3.78) · 물 y=-1 · 바깥으로 가며 바닥 높이 = -2.0→2.00(South) -1.5→2.00(South) -1.0→2.00(South) -0.5→2.00(South) 0.0→2.00(South) 0.5→-1.00(Water) 1.0→-1.00(Water) 1.5→-1.00(Water) 2.0→-1.00(Water) 2.5→-1.00(Water) 3.0→-1.00(Water)
확대 카메라 pos=(17.50, 2.20, 1.72)
3) 깊이 텍스처 동작 — DeepDistance 만 바꿔 화면색이 변하는가
DeepDistance 0.5 → 평균 #6295B8 흰 3.48% → Screenshots_WL/WL816j/h_deep_0.5.png
DeepDistance 7 → 평균 #6494B7 흰 3.39% → Screenshots_WL/WL816j/h_deep_7.png
DeepDistance 400 → 평균 #6594B7 흰 3.40% → Screenshots_WL/WL816j/h_deep_400.png
4) 🔴 값만으로 되는가 — FoamEdge 1 고정 · FoamDistance 훑기 (무늬 1.67 m · 거품알 0.75 m)
FoamDistance 2.2 → 평균 #739BBB 흰 10.11% → Screenshots_WL/WL816j/h_foamdist0.png
FoamDistance 6 → 평균 #7CA0BE 흰 15.53% → Screenshots_WL/WL816j/h_foamdist1.png
FoamDistance 20 → 평균 #83A3C0 흰 20.45% → Screenshots_WL/WL816j/h_foamdist2.png
FoamDistance 60 → 평균 #83A3C0 흰 20.41% → Screenshots_WL/WL816j/h_foamdist3.png
FoamDistance 200 → 평균 #83A3C0 흰 20.43% → Screenshots_WL/WL816j/h_foamdist4.png
5) 무늬 대비 3단 — 흰 줄 밝기(LightColor)만. WaterColor/DarkColor 는 816h 채택값 그대로.
LightColor RGBA(1.000, 1.000, 1.000, 1.000) → 평균 #6E9BAE 흰 4.67% → Screenshots_WL/WL816j/i_contrast1.png
LightColor RGBA(0.800, 0.900, 0.960, 1.000) → 평균 #6C9AAE 흰 1.76% → Screenshots_WL/WL816j/i_contrast2.png
LightColor RGBA(0.620, 0.780, 0.880, 1.000) → 평균 #6B9AAE 흰 1.80% → Screenshots_WL/WL816j/i_contrast3.png
6) 무늬 크기 (게임 카메라 · 대비는 중간값) — 지금 21.3 m / 4 m / 2.5 m / 1.67 m
1칸 21.3 m → 평균 #759FB0 흰 10.80% → Screenshots_WL/WL816j/j_cell_game0.png
1칸 4 m → 평균 #6B9AAE 흰 1.80% → Screenshots_WL/WL816j/j_cell_game1.png
1칸 2.5 m → 평균 #6D9BAF 흰 1.82% → Screenshots_WL/WL816j/j_cell_game2.png
1칸 1.67 m → 평균 #6D9BAF 흰 1.85% → Screenshots_WL/WL816j/j_cell_game3.png
UnityEngine.Debug:ExtractStackTraceNoAlloc (byte*,int,string)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:Log (object)
WL816j_FoamRunner:Done () (at AgentScripts/WL816j_Foam.cs:222)
WL816j_FoamRunner/<Co>d__4:MoveNext () (at AgentScripts/WL816j_Foam.cs:216)
UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr)
(Filename: AgentScripts/WL816j_Foam.cs Line: 222)
There are 2 event systems in the scene. Please ensure there is always exactly one event system in the scene
UnityEngine.Debug:ExtractStackTraceNoAlloc (byte*,int,string)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:LogWarning (object)
UnityEngine.EventSystems.EventSystem:Update () (at ./Library/PackageCache/com.unity.ugui@27635d171b1a/Runtime/UGUI/EventSystem/EventSystem.cs:528)
(Filename: ./Library/PackageCache/com.unity.ugui@27635d171b1a/Runtime/UGUI/EventSystem/EventSystem.cs Line: 528)
There are 2 event systems in the scene. Please ensure there is always exactly one event system in the scene
UnityEngine.Debug:ExtractStackTraceNoAlloc (byte*,int,string)
UnityEngine.StackTraceUtility:ExtractStackTrace ()