Merge branch 'wl/ui/WL-814s-char-look'
|
|
@ -0,0 +1,313 @@
|
|||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// WL814s_Build.cs — 캐릭터를 배경과 같은 Toon 으로 (에디터 전용 · 발주서 WL-814s §1)
|
||||
//
|
||||
// 🔴 원본(`Assets/Suriyun/**`·`Assets/ThirdParty/**`·`Assets/Script/**`·원본 png) 수정 0.
|
||||
// 전부 `Assets/WL/Look/Character/**` 아래 복사본으로 만든다.
|
||||
//
|
||||
// 배경 실측값(Assets/3DPixelArtEnvironment/Materials/*.mat · 8종 전수)
|
||||
// _Shades 7 (8/8) · _Brightness 0.25 (7/8 · Leaves 1) · _MinimumDarkness 0.2 (7/8 · Leaves 0.25)
|
||||
// _OUTLINESENABLED 1 (7/8 · Leaves 0) · _Outline (0,0,0,0) (7/8 · SandStone 1,1,1,0) · _Cull 2
|
||||
// Toon 그래프 실측: BaseColor = ToonLighting(AlbedoHighlight = Sample(_BaseMap) * _DiffuseColor,
|
||||
// AlbedoShadow = Sample(_ShadowBaseMap) * _ShadowDiffuseColor, …)
|
||||
// → 텍스처를 그대로 쓰려면 _BaseMap = 텍스처 · _DiffuseColor = 흰색.
|
||||
// → 그림자 색은 배경의 중립 재질 Stone 의 비율 (0.2164, 0.2092, 0.3713) 을 텍스처에 곱한다.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using WL.Look.Character;
|
||||
|
||||
public static class WL814s_Build
|
||||
{
|
||||
public const string ROOT = "Assets/WL/Look/Character/";
|
||||
public const string MATS = ROOT + "Materials/";
|
||||
public const string TEX = ROOT + "Textures/";
|
||||
public const string RES = ROOT + "Resources/WL/";
|
||||
public const string SO_PATH = RES + "WLCharacterLookSettings.asset";
|
||||
public const string PREFAB = "Assets/Res_Addr/PC/LH_M05.prefab";
|
||||
public const string TOON_SG = "Assets/3DPixelArtEnvironment/Shaders/Toon.shadergraph";
|
||||
|
||||
// 인덱스 순서 (SO 4배열 공통)
|
||||
public static readonly string[] KEYS = { "M05", "Skin", "Hair05", "face02" };
|
||||
public static readonly string[] ORIG_MAT =
|
||||
{
|
||||
"Assets/Suriyun/Characters/RedKnight/Materials/Characters/M05.mat",
|
||||
"Assets/Suriyun/Characters/RedKnight/Materials/Skin&Hair&Face/skin.mat",
|
||||
"Assets/Suriyun/Characters/RedKnight/Materials/Skin&Hair&Face/Hair05.mat",
|
||||
"Assets/Suriyun/Characters/RedKnight/Materials/Skin&Hair&Face/Face/face02.mat",
|
||||
};
|
||||
public static readonly string[] ORIG_TEX =
|
||||
{
|
||||
"Assets/Suriyun/Characters/RedKnight/Texture/M05/M05.png",
|
||||
"Assets/Suriyun/Characters/RedKnight/Texture/Skin&Hair&Face/Face/Skin.png",
|
||||
"Assets/Suriyun/Characters/RedKnight/Texture/M05/Hair05.png",
|
||||
"Assets/Suriyun/Characters/RedKnight/Texture/Skin&Hair&Face/Face/face02.png",
|
||||
};
|
||||
|
||||
// 배경 실측값
|
||||
public const float SHADES = 7f;
|
||||
public const float BRIGHTNESS = 0.25f;
|
||||
public const float MIN_DARK = 0.2f;
|
||||
public const float OUTLINES = 1f;
|
||||
static readonly Color SHADOW_TINT = new Color(0.2164f, 0.2092f, 0.3713f, 0f); // Stone 의 shadow/diffuse 비율
|
||||
static readonly Color OUTLINE_COL = new Color(0f, 0f, 0f, 0f);
|
||||
|
||||
static void Ensure(string folder)
|
||||
{
|
||||
folder = folder.TrimEnd('/');
|
||||
if (AssetDatabase.IsValidFolder(folder)) return;
|
||||
int i = folder.LastIndexOf('/');
|
||||
Ensure(folder.Substring(0, i));
|
||||
AssetDatabase.CreateFolder(folder.Substring(0, i), folder.Substring(i + 1));
|
||||
}
|
||||
|
||||
static Shader ToonShader()
|
||||
{
|
||||
var sh = AssetDatabase.LoadAssetAtPath<Shader>(TOON_SG);
|
||||
return sh;
|
||||
}
|
||||
|
||||
// ═════════════════════════════════════════════════════════════════════
|
||||
// 배경 실측 표
|
||||
// ═════════════════════════════════════════════════════════════════════
|
||||
public static string DumpEnvMats()
|
||||
{
|
||||
string[] names = { "Leaves", "Trunk", "Stone", "SandStone", "Metal", "Wall", "Roof", "Window" };
|
||||
var sb = new StringBuilder();
|
||||
sb.AppendLine("name|shader|Shades|Brightness|MinimumDarkness|OUTLINESENABLED|DiffuseColor|ShadowDiffuseColor|Outline|BaseMap|Cull");
|
||||
foreach (var n in names)
|
||||
{
|
||||
var m = AssetDatabase.LoadAssetAtPath<Material>("Assets/3DPixelArtEnvironment/Materials/" + n + ".mat");
|
||||
if (m == null) { sb.AppendLine(n + "|MISS"); continue; }
|
||||
sb.AppendLine(string.Format("{0}|{1}|{2}|{3}|{4}|{5}|{6}|{7}|{8}|{9}|{10}",
|
||||
n, m.shader.name,
|
||||
m.HasFloat("_Shades") ? m.GetFloat("_Shades").ToString("0.####") : "-",
|
||||
m.HasFloat("_Brightness") ? m.GetFloat("_Brightness").ToString("0.####") : "-",
|
||||
m.HasFloat("_MinimumDarkness") ? m.GetFloat("_MinimumDarkness").ToString("0.####") : "-",
|
||||
m.IsKeywordEnabled("_OUTLINESENABLED") ? "1" : "0",
|
||||
m.HasColor("_DiffuseColor") ? Fmt(m.GetColor("_DiffuseColor")) : "-",
|
||||
m.HasColor("_ShadowDiffuseColor") ? Fmt(m.GetColor("_ShadowDiffuseColor")) : "-",
|
||||
m.HasColor("_Outline") ? Fmt(m.GetColor("_Outline")) : "-",
|
||||
(m.HasTexture("_BaseMap") && m.GetTexture("_BaseMap") != null) ? m.GetTexture("_BaseMap").name : "none",
|
||||
m.HasFloat("_Cull") ? m.GetFloat("_Cull").ToString("0") : "-"));
|
||||
}
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
static string Fmt(Color c) { return string.Format("({0:0.####},{1:0.####},{2:0.####},{3:0.####})", c.r, c.g, c.b, c.a); }
|
||||
|
||||
// ═════════════════════════════════════════════════════════════════════
|
||||
// Toon 머티리얼 생성
|
||||
// ═════════════════════════════════════════════════════════════════════
|
||||
/// <summary>suffix 세트의 머티리얼 4개를 만든다(텍스처는 texPaths 로 지정 · face 는 Unlit/Transparent 복사본).</summary>
|
||||
public static string MakeSet(string matSuffix, string[] texPaths, bool faceCopy)
|
||||
{
|
||||
var sb = new StringBuilder();
|
||||
Ensure(MATS);
|
||||
var toon = ToonShader();
|
||||
if (toon == null) return "TOON SHADER MISS " + TOON_SG;
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
string path = MATS + KEYS[i] + matSuffix + ".mat";
|
||||
var tex = AssetDatabase.LoadAssetAtPath<Texture2D>(texPaths[i]);
|
||||
if (tex == null) { sb.AppendLine("TEX MISS " + texPaths[i]); continue; }
|
||||
|
||||
if (i == 3)
|
||||
{
|
||||
// 얼굴 = Toon 으로 못 옮긴다(알파 미지원) → 원본과 같은 Unlit/Transparent 복사본
|
||||
if (!faceCopy) { sb.AppendLine("FACE keep original"); continue; }
|
||||
var src = AssetDatabase.LoadAssetAtPath<Material>(ORIG_MAT[3]);
|
||||
var fm = AssetDatabase.LoadAssetAtPath<Material>(path);
|
||||
if (fm == null) { fm = new Material(src); AssetDatabase.CreateAsset(fm, path); }
|
||||
else { fm.shader = src.shader; fm.CopyPropertiesFromMaterial(src); }
|
||||
fm.SetTexture("_MainTex", tex);
|
||||
EditorUtility.SetDirty(fm);
|
||||
sb.AppendLine("FACE " + path + " shader=" + fm.shader.name + " tex=" + tex.name + " " + tex.width + "x" + tex.height);
|
||||
continue;
|
||||
}
|
||||
|
||||
var m = AssetDatabase.LoadAssetAtPath<Material>(path);
|
||||
if (m == null) { m = new Material(toon); AssetDatabase.CreateAsset(m, path); }
|
||||
m.shader = toon;
|
||||
m.SetTexture("_BaseMap", tex);
|
||||
m.SetTexture("_ShadowBaseMap", tex);
|
||||
m.SetColor("_DiffuseColor", Color.white);
|
||||
m.SetColor("_ShadowDiffuseColor", SHADOW_TINT);
|
||||
m.SetColor("_Outline", OUTLINE_COL);
|
||||
m.SetFloat("_Shades", SHADES);
|
||||
m.SetFloat("_Brightness", BRIGHTNESS);
|
||||
m.SetFloat("_MinimumDarkness", MIN_DARK);
|
||||
m.SetFloat("_Cull", 2f);
|
||||
if (OUTLINES > 0.5f) m.EnableKeyword("_OUTLINESENABLED"); else m.DisableKeyword("_OUTLINESENABLED");
|
||||
m.SetFloat("_OUTLINESENABLED", OUTLINES);
|
||||
EditorUtility.SetDirty(m);
|
||||
sb.AppendLine("MAT " + path + " tex=" + tex.name + " " + tex.width + "x" + tex.height +
|
||||
" Shades=" + m.GetFloat("_Shades") + " Bright=" + m.GetFloat("_Brightness") +
|
||||
" MinDark=" + m.GetFloat("_MinimumDarkness") + " OUT=" + (m.IsKeywordEnabled("_OUTLINESENABLED") ? 1 : 0));
|
||||
}
|
||||
AssetDatabase.SaveAssets();
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
// ═════════════════════════════════════════════════════════════════════
|
||||
// SO
|
||||
// ═════════════════════════════════════════════════════════════════════
|
||||
public static string MakeSO(int defaultMode, string suffix1, string suffix2, string suffix3)
|
||||
{
|
||||
Ensure(RES);
|
||||
var so = AssetDatabase.LoadAssetAtPath<WLCharacterLookSettings>(SO_PATH);
|
||||
if (so == null)
|
||||
{
|
||||
so = ScriptableObject.CreateInstance<WLCharacterLookSettings>();
|
||||
AssetDatabase.CreateAsset(so, SO_PATH);
|
||||
}
|
||||
so.enabled_ = 1;
|
||||
so.mode = defaultMode;
|
||||
so.verboseLog = 0;
|
||||
so.originals = new Material[4];
|
||||
so.mode1 = new Material[4];
|
||||
so.mode2 = new Material[4];
|
||||
so.mode3 = new Material[4];
|
||||
var sb = new StringBuilder();
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
so.originals[i] = AssetDatabase.LoadAssetAtPath<Material>(ORIG_MAT[i]);
|
||||
so.mode1[i] = Pick(MATS + KEYS[i] + suffix1 + ".mat", so.originals[i]);
|
||||
so.mode2[i] = Pick(MATS + KEYS[i] + suffix2 + ".mat", so.originals[i]);
|
||||
so.mode3[i] = Pick(MATS + KEYS[i] + suffix3 + ".mat", so.originals[i]);
|
||||
sb.AppendLine("SO[" + i + "] " + KEYS[i] +
|
||||
" orig=" + Nm(so.originals[i]) + " m1=" + Nm(so.mode1[i]) + " m2=" + Nm(so.mode2[i]) + " m3=" + Nm(so.mode3[i]));
|
||||
}
|
||||
EditorUtility.SetDirty(so);
|
||||
AssetDatabase.SaveAssets();
|
||||
WLCharacterLookSettings.Invalidate();
|
||||
sb.AppendLine("SO saved " + SO_PATH + " enabled_=" + so.enabled_ + " mode=" + so.mode);
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
static Material Pick(string p, Material fallback)
|
||||
{
|
||||
var m = AssetDatabase.LoadAssetAtPath<Material>(p);
|
||||
return m != null ? m : fallback;
|
||||
}
|
||||
static string Nm(Material m) { return m == null ? "null" : m.name; }
|
||||
|
||||
public static string SetSO(int enabled_, int mode)
|
||||
{
|
||||
var so = AssetDatabase.LoadAssetAtPath<WLCharacterLookSettings>(SO_PATH);
|
||||
if (so == null) return "SO MISS";
|
||||
so.enabled_ = enabled_; so.mode = mode;
|
||||
EditorUtility.SetDirty(so); AssetDatabase.SaveAssets();
|
||||
WLCharacterLookSettings.Invalidate();
|
||||
return "SO enabled_=" + enabled_ + " mode=" + mode;
|
||||
}
|
||||
|
||||
// ═════════════════════════════════════════════════════════════════════
|
||||
// 프리팹 배선
|
||||
// ═════════════════════════════════════════════════════════════════════
|
||||
/// <summary>프리팹 렌더러를 지정 모드의 머티리얼로 바꾸고 WLCharacterLook 을 붙인다.</summary>
|
||||
public static string PatchPrefab(int mode, bool addComponent)
|
||||
{
|
||||
var so = AssetDatabase.LoadAssetAtPath<WLCharacterLookSettings>(SO_PATH);
|
||||
if (so == null) return "SO MISS";
|
||||
var target = so.SetForMode(mode);
|
||||
var sb = new StringBuilder();
|
||||
|
||||
var root = PrefabUtility.LoadPrefabContents(PREFAB);
|
||||
try
|
||||
{
|
||||
if (addComponent && root.GetComponent<WLCharacterLook>() == null)
|
||||
{
|
||||
root.AddComponent<WLCharacterLook>();
|
||||
sb.AppendLine("ADD WLCharacterLook on " + root.name);
|
||||
}
|
||||
var rs = root.GetComponentsInChildren<Renderer>(true);
|
||||
foreach (var r in rs)
|
||||
{
|
||||
var mats = r.sharedMaterials;
|
||||
bool ch = false;
|
||||
for (int s = 0; s < mats.Length; s++)
|
||||
{
|
||||
int idx = FindIdx(so, mats[s]);
|
||||
if (idx < 0) { sb.AppendLine("KEEP " + r.name + "[" + s + "] " + Nm(mats[s]) + " (표 밖)"); continue; }
|
||||
if (target[idx] != null && mats[s] != target[idx]) { sb.AppendLine("SWAP " + r.name + "[" + s + "] " + Nm(mats[s]) + " -> " + Nm(target[idx])); mats[s] = target[idx]; ch = true; }
|
||||
else sb.AppendLine("SAME " + r.name + "[" + s + "] " + Nm(mats[s]));
|
||||
}
|
||||
if (ch) r.sharedMaterials = mats;
|
||||
}
|
||||
PrefabUtility.SaveAsPrefabAsset(root, PREFAB);
|
||||
}
|
||||
finally { PrefabUtility.UnloadPrefabContents(root); }
|
||||
AssetDatabase.SaveAssets();
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
static int FindIdx(WLCharacterLookSettings c, Material m)
|
||||
{
|
||||
if (m == null) return -1;
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
if (c.originals != null && i < c.originals.Length && c.originals[i] == m) return i;
|
||||
if (c.mode1 != null && i < c.mode1.Length && c.mode1[i] == m) return i;
|
||||
if (c.mode2 != null && i < c.mode2.Length && c.mode2[i] == m) return i;
|
||||
if (c.mode3 != null && i < c.mode3.Length && c.mode3[i] == m) return i;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
public static string DumpPrefab()
|
||||
{
|
||||
var sb = new StringBuilder();
|
||||
var root = AssetDatabase.LoadAssetAtPath<GameObject>(PREFAB);
|
||||
if (root == null) return "PREFAB MISS";
|
||||
sb.AppendLine("components on root: ");
|
||||
foreach (var c in root.GetComponents<Component>()) sb.AppendLine(" " + c.GetType().Name);
|
||||
foreach (var r in root.GetComponentsInChildren<Renderer>(true))
|
||||
{
|
||||
var ms = r.sharedMaterials;
|
||||
for (int i = 0; i < ms.Length; i++)
|
||||
sb.AppendLine("REND " + r.name + "[" + i + "] act=" + r.gameObject.activeSelf + " mat=" + Nm(ms[i]) +
|
||||
" shader=" + (ms[i] != null ? ms[i].shader.name : "-"));
|
||||
}
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
public static void Run() { Debug.Log("[WL814s build] env=\n" + DumpEnvMats()); }
|
||||
|
||||
// ═════════════════════════════════════════════════════════════════════
|
||||
// 디스패처 — unity command run_script --entry WL814s_Build.Cmd --args "<cmd> <a> <b> …"
|
||||
// ═════════════════════════════════════════════════════════════════════
|
||||
public static string Cmd(string[] args)
|
||||
{
|
||||
if (args == null || args.Length == 0) return DumpEnvMats();
|
||||
string c = args[0];
|
||||
try
|
||||
{
|
||||
if (c == "env") return DumpEnvMats();
|
||||
if (c == "dump") return DumpPrefab();
|
||||
if (c == "mkset")
|
||||
{
|
||||
// mkset <suffix> <tex0> <tex1> <tex2> <tex3> <faceCopy 0|1>
|
||||
var tex = new string[4] { args[2], args[3], args[4], args[5] };
|
||||
return MakeSet(args[1], tex, args[6] == "1");
|
||||
}
|
||||
if (c == "rm")
|
||||
{
|
||||
var sb2 = new StringBuilder();
|
||||
for (int i = 1; i < args.Length; i++) sb2.AppendLine((AssetDatabase.DeleteAsset(args[i]) ? "DEL " : "MISS ") + args[i]);
|
||||
AssetDatabase.SaveAssets(); AssetDatabase.Refresh();
|
||||
return sb2.ToString();
|
||||
}
|
||||
if (c == "so") return MakeSO(int.Parse(args[1]), args[2], args[3], args[4]);
|
||||
if (c == "setso") return SetSO(int.Parse(args[1]), int.Parse(args[2]));
|
||||
if (c == "patch") return PatchPrefab(int.Parse(args[1]), args.Length > 2 && args[2] == "1");
|
||||
return "UNKNOWN " + c;
|
||||
}
|
||||
catch (Exception e) { return "EXCEPTION " + e.GetType().Name + " " + e.Message + "\n" + e.StackTrace; }
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,256 @@
|
|||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// WL814s_Capture.cs — WL_ArenaProto 씬에서 같은 카메라·같은 포즈로 단계별 캡처 (발주 WL-814s §4)
|
||||
//
|
||||
// Play 중에 호출한다. 4개 상태(원본 · ①셰이더 · ①+③축소 · ①+③+②평탄화)를
|
||||
// **같은 프레임·같은 포즈**에서 연속으로 렌더한다 → 비교가 공정하다.
|
||||
// 🔴 씬·프리팹·머티리얼 파일에 아무 것도 쓰지 않는다(런타임 sharedMaterials 참조만 바꾼다).
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using WL.Look.Character;
|
||||
|
||||
public static class WL814s_Capture
|
||||
{
|
||||
public const int W = 1080, H = 1920;
|
||||
|
||||
static string OutDir()
|
||||
{
|
||||
string d = Path.GetFullPath(Path.Combine(Application.dataPath, "../Screenshots_WL/WL814s"));
|
||||
Directory.CreateDirectory(d);
|
||||
return d;
|
||||
}
|
||||
|
||||
static GameObject FindPc()
|
||||
{
|
||||
var all = UnityEngine.Object.FindObjectsByType<Animator>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
|
||||
foreach (var a in all)
|
||||
{
|
||||
if (a.GetComponentInChildren<SkinnedMeshRenderer>(true) != null) return a.gameObject;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
static void FreezePose(GameObject pc)
|
||||
{
|
||||
var an = pc != null ? pc.GetComponent<Animator>() : null;
|
||||
if (an == null) return;
|
||||
an.fireEvents = false;
|
||||
an.speed = 0f;
|
||||
an.Play("idle", 0, 0.25f);
|
||||
an.Update(0f);
|
||||
}
|
||||
|
||||
static void Shot(Camera cam, string file)
|
||||
{
|
||||
var rt = new RenderTexture(W, H, 24, RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB);
|
||||
rt.antiAliasing = 1;
|
||||
var prevT = cam.targetTexture; var prevActive = RenderTexture.active;
|
||||
cam.targetTexture = rt;
|
||||
cam.Render();
|
||||
RenderTexture.active = rt;
|
||||
var tex = new Texture2D(W, H, TextureFormat.RGB24, false);
|
||||
tex.ReadPixels(new Rect(0, 0, W, H), 0, 0);
|
||||
tex.Apply(false);
|
||||
File.WriteAllBytes(file, tex.EncodeToPNG());
|
||||
cam.targetTexture = prevT; RenderTexture.active = prevActive;
|
||||
UnityEngine.Object.DestroyImmediate(tex);
|
||||
rt.Release(); UnityEngine.Object.DestroyImmediate(rt);
|
||||
}
|
||||
|
||||
/// <summary>args = ["set", "<prefix>", "<mode0>", "<mode1>", …] · 각 모드를 같은 포즈로 찍는다.</summary>
|
||||
public static string Cmd(string[] args)
|
||||
{
|
||||
try
|
||||
{
|
||||
var sb = new StringBuilder();
|
||||
var cam = Camera.main;
|
||||
if (cam == null)
|
||||
{
|
||||
var cams = UnityEngine.Object.FindObjectsByType<Camera>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
|
||||
if (cams.Length > 0) cam = cams[0];
|
||||
}
|
||||
if (cam == null) return "NO CAMERA";
|
||||
var pc = FindPc();
|
||||
if (pc == null) return "NO PC";
|
||||
FreezePose(pc);
|
||||
|
||||
string dir = OutDir();
|
||||
sb.AppendLine("cam=" + cam.name + " ortho=" + cam.orthographic + " size=" + cam.orthographicSize +
|
||||
" pos=" + cam.transform.position.ToString("F4") + " euler=" + cam.transform.eulerAngles.ToString("F3"));
|
||||
sb.AppendLine("pc=" + pc.name + " pos=" + pc.transform.position.ToString("F4"));
|
||||
|
||||
string cmd = args.Length > 0 ? args[0] : "set";
|
||||
if (cmd == "set")
|
||||
{
|
||||
string prefix = args[1];
|
||||
for (int i = 2; i < args.Length; i++)
|
||||
{
|
||||
int mode = int.Parse(args[i]);
|
||||
WLCharacterLook.ApplyMode(pc, mode, null);
|
||||
FreezePose(pc);
|
||||
string f = Path.Combine(dir, prefix + "_m" + mode + ".png");
|
||||
Shot(cam, f);
|
||||
sb.AppendLine("SHOT mode=" + mode + " -> " + f + " · " + WLCharacterLook.LastLog + " · " + DumpMats(pc));
|
||||
}
|
||||
}
|
||||
else if (cmd == "face")
|
||||
{
|
||||
// 얼굴 확대 — 같은 각도, 머리 중심, 작은 ortho size
|
||||
string prefix = args[1];
|
||||
// 얼굴이 카메라를 보게 돌린다(이 샷 전용 · Play 중이라 파일에 남지 않는다)
|
||||
var fwd = -cam.transform.forward; fwd.y = 0f;
|
||||
if (fwd.sqrMagnitude > 0.0001f) pc.transform.rotation = Quaternion.LookRotation(fwd.normalized, Vector3.up);
|
||||
FreezePose(pc);
|
||||
var head = FindHead(pc);
|
||||
var go = new GameObject("WL814s_FaceCam");
|
||||
var fc = go.AddComponent<Camera>();
|
||||
fc.CopyFrom(cam);
|
||||
fc.orthographic = true;
|
||||
fc.orthographicSize = float.Parse(args[2]);
|
||||
go.transform.rotation = cam.transform.rotation;
|
||||
go.transform.position = head - cam.transform.forward * 20f;
|
||||
fc.targetTexture = null;
|
||||
for (int i = 3; i < args.Length; i++)
|
||||
{
|
||||
int mode = int.Parse(args[i]);
|
||||
WLCharacterLook.ApplyMode(pc, mode, null);
|
||||
FreezePose(pc);
|
||||
string f = Path.Combine(dir, prefix + "_m" + mode + ".png");
|
||||
Shot(fc, f);
|
||||
sb.AppendLine("FACE mode=" + mode + " -> " + f);
|
||||
}
|
||||
sb.AppendLine("head=" + head.ToString("F4") + " size=" + fc.orthographicSize);
|
||||
UnityEngine.Object.DestroyImmediate(go);
|
||||
}
|
||||
else if (cmd == "suffix")
|
||||
{
|
||||
// suffix <prefix> <matSuffix1> <matSuffix2> … · Materials/<KEY><suffix>.mat 을 직접 물린다
|
||||
// (같은 Play 세션 안에서 찍으므로 구름 그림자·잔디까지 같은 조건 = 공정한 비교)
|
||||
string prefix = args[1];
|
||||
for (int i = 2; i < args.Length; i++)
|
||||
{
|
||||
ApplySuffix(pc, args[i]);
|
||||
FreezePose(pc);
|
||||
string f = Path.Combine(dir, prefix + "_" + args[i].Replace("_", "") + ".png");
|
||||
Shot(cam, f);
|
||||
sb.AppendLine("SHOT " + args[i] + " -> " + f + " · " + DumpMats(pc));
|
||||
}
|
||||
}
|
||||
else if (cmd == "suffixface")
|
||||
{
|
||||
string prefix = args[1];
|
||||
var fwd2 = -cam.transform.forward; fwd2.y = 0f;
|
||||
if (fwd2.sqrMagnitude > 0.0001f) pc.transform.rotation = Quaternion.LookRotation(fwd2.normalized, Vector3.up);
|
||||
FreezePose(pc);
|
||||
var head2 = FindHead(pc);
|
||||
var go2 = new GameObject("WL814s_FaceCam2");
|
||||
var fc2 = go2.AddComponent<Camera>();
|
||||
fc2.CopyFrom(cam); fc2.orthographic = true; fc2.orthographicSize = float.Parse(args[2]);
|
||||
go2.transform.rotation = cam.transform.rotation;
|
||||
go2.transform.position = head2 - cam.transform.forward * 20f;
|
||||
for (int i = 3; i < args.Length; i++)
|
||||
{
|
||||
ApplySuffix(pc, args[i]);
|
||||
FreezePose(pc);
|
||||
Shot(fc2, Path.Combine(dir, prefix + "_" + args[i].Replace("_", "") + ".png"));
|
||||
sb.AppendLine("FACE " + args[i]);
|
||||
}
|
||||
UnityEngine.Object.DestroyImmediate(go2);
|
||||
}
|
||||
else if (cmd == "dumponly")
|
||||
{
|
||||
// 아무 것도 적용하지 않고 지금 상태만 읽는다 (Awake 가 한 일을 그대로 본다)
|
||||
var c0 = WLCharacterLookSettings.Instance;
|
||||
sb.AppendLine("SO enabled_=" + (c0 != null ? c0.enabled_ : -1) + " mode=" + (c0 != null ? c0.mode : -1) +
|
||||
" ActiveMode=" + WLCharacterLookSettings.ActiveMode +
|
||||
" · Awake 적용내역=" + WLCharacterLook.LastLog);
|
||||
sb.AppendLine("RESULT " + DumpMats(pc));
|
||||
}
|
||||
else if (cmd == "probe")
|
||||
{
|
||||
for (int i = 1; i < args.Length; i++)
|
||||
{
|
||||
int mode = int.Parse(args[i]);
|
||||
WLCharacterLook.ApplyMode(pc, mode, null);
|
||||
sb.AppendLine("MODE " + mode + " · " + DumpMats(pc));
|
||||
}
|
||||
}
|
||||
else if (cmd == "switch")
|
||||
{
|
||||
// SO 가 지시하는 대로 (enabled_ 실측용)
|
||||
WLCharacterLookSettings.Invalidate();
|
||||
WLCharacterLook.Apply(pc);
|
||||
sb.AppendLine("SO enabled_=" + (WLCharacterLookSettings.Instance != null ? WLCharacterLookSettings.Instance.enabled_ : -1) +
|
||||
" mode=" + (WLCharacterLookSettings.Instance != null ? WLCharacterLookSettings.Instance.mode : -1) +
|
||||
" ActiveMode=" + WLCharacterLookSettings.ActiveMode);
|
||||
sb.AppendLine("RESULT " + DumpMats(pc));
|
||||
}
|
||||
return sb.ToString();
|
||||
}
|
||||
catch (Exception e) { return "EXCEPTION " + e.GetType().Name + " " + e.Message + "\n" + e.StackTrace; }
|
||||
}
|
||||
|
||||
// 비교 전용 — Materials/<KEY><suffix>.mat 을 렌더러에 직접 물린다("_orig" 면 원본으로)
|
||||
static readonly string[] KEYS = { "M05", "Skin", "Hair05", "face02" };
|
||||
static void ApplySuffix(GameObject pc, string suffix)
|
||||
{
|
||||
var cfg = WLCharacterLookSettings.Instance;
|
||||
if (cfg == null) return;
|
||||
if (suffix == "_orig") { WLCharacterLook.ApplyMode(pc, 0, cfg); return; }
|
||||
var want = new Material[4];
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
var m = UnityEditor.AssetDatabase.LoadAssetAtPath<Material>(
|
||||
"Assets/WL/Look/Character/Materials/" + KEYS[i] + suffix + ".mat");
|
||||
want[i] = m != null ? m : cfg.originals[i];
|
||||
}
|
||||
foreach (var r in pc.GetComponentsInChildren<Renderer>(true))
|
||||
{
|
||||
var ms = r.sharedMaterials; bool ch = false;
|
||||
for (int s = 0; s < ms.Length; s++)
|
||||
{
|
||||
int idx = -1;
|
||||
for (int i = 0; i < 4 && idx < 0; i++)
|
||||
{
|
||||
if (cfg.originals[i] == ms[s] || cfg.mode1[i] == ms[s] || cfg.mode2[i] == ms[s] || cfg.mode3[i] == ms[s]) idx = i;
|
||||
else if (ms[s] != null && ms[s].name.StartsWith(KEYS[i])) idx = i;
|
||||
}
|
||||
if (idx < 0 || want[idx] == null || ms[s] == want[idx]) continue;
|
||||
ms[s] = want[idx]; ch = true;
|
||||
}
|
||||
if (ch) r.sharedMaterials = ms;
|
||||
}
|
||||
}
|
||||
|
||||
static Vector3 FindHead(GameObject pc)
|
||||
{
|
||||
// 얼굴 머티리얼을 쓰는 렌더러의 바운즈 중심
|
||||
var rs = pc.GetComponentsInChildren<Renderer>(true);
|
||||
foreach (var r in rs)
|
||||
{
|
||||
var ms = r.sharedMaterials;
|
||||
foreach (var m in ms)
|
||||
if (m != null && m.name.StartsWith("face")) return r.bounds.center;
|
||||
}
|
||||
var b = new Bounds(pc.transform.position, Vector3.zero);
|
||||
foreach (var r in rs) if (r.enabled) b.Encapsulate(r.bounds);
|
||||
return new Vector3(b.center.x, b.max.y - b.size.y * 0.12f, b.center.z);
|
||||
}
|
||||
|
||||
static string DumpMats(GameObject pc)
|
||||
{
|
||||
var sb = new StringBuilder();
|
||||
var rs = pc.GetComponentsInChildren<Renderer>(true);
|
||||
foreach (var r in rs)
|
||||
{
|
||||
var ms = r.sharedMaterials;
|
||||
for (int i = 0; i < ms.Length; i++)
|
||||
sb.Append(r.name + "[" + i + "]=" + (ms[i] == null ? "null" : ms[i].name + "/" + ms[i].shader.name) + "; ");
|
||||
}
|
||||
return sb.ToString();
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,255 @@
|
|||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// WL814s_Posterize.cs — 캐릭터 텍스처 복사 + 색 평탄화(양자화) · 에디터 전용
|
||||
//
|
||||
// PD 지시 #814 · 발주서 WL-814s §2 / §3
|
||||
//
|
||||
// 🔴 원본 png(`Assets/Suriyun/**`)는 **바이트 하나도 건드리지 않는다**.
|
||||
// · 복사본을 `Assets/WL/Look/Character/Textures/` 에 만들고
|
||||
// · 축소는 **복사본의 임포트 설정 maxTextureSize** 로만 한다(픽셀 리샘플 0 = 되돌리기 쉬움)
|
||||
// · 평탄화는 복사본을 읽어 **새 png** 로 저장한다(원본 덮어쓰기 0)
|
||||
//
|
||||
// 평탄화 = 채널당 색 단계를 levels 개로 반올림. 알파는 **손대지 않는다**
|
||||
// (얼굴 face02 · 머리 가장자리가 깨지지 않게 · 발주 §3).
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
public static class WL814s_Posterize
|
||||
{
|
||||
public const string DST = "Assets/WL/Look/Character/Textures/";
|
||||
|
||||
// 원본 4장(+검은 참고). name → 원본 경로
|
||||
public static readonly string[,] SRC = new string[,]
|
||||
{
|
||||
{ "M05", "Assets/Suriyun/Characters/RedKnight/Texture/M05/M05.png" },
|
||||
{ "Skin", "Assets/Suriyun/Characters/RedKnight/Texture/Skin&Hair&Face/Face/Skin.png" },
|
||||
{ "Hair05", "Assets/Suriyun/Characters/RedKnight/Texture/M05/Hair05.png" },
|
||||
{ "face02", "Assets/Suriyun/Characters/RedKnight/Texture/Skin&Hair&Face/Face/face02.png" },
|
||||
};
|
||||
|
||||
static void Ensure(string folder)
|
||||
{
|
||||
folder = folder.TrimEnd('/');
|
||||
if (AssetDatabase.IsValidFolder(folder)) return;
|
||||
int i = folder.LastIndexOf('/');
|
||||
Ensure(folder.Substring(0, i));
|
||||
AssetDatabase.CreateFolder(folder.Substring(0, i), folder.Substring(i + 1));
|
||||
}
|
||||
|
||||
static Texture2D LoadRaw(string path, out int w, out int h)
|
||||
{
|
||||
byte[] bytes = File.ReadAllBytes(path);
|
||||
var t = new Texture2D(2, 2, TextureFormat.RGBA32, false);
|
||||
t.LoadImage(bytes);
|
||||
w = t.width; h = t.height;
|
||||
return t;
|
||||
}
|
||||
|
||||
// ═════════════════════════════════════════════════════════════════════
|
||||
// ① 복사본 만들기 (바이트 그대로) + 임포트 설정
|
||||
// ═════════════════════════════════════════════════════════════════════
|
||||
public static string CopyAll()
|
||||
{
|
||||
var sb = new StringBuilder();
|
||||
Ensure(DST);
|
||||
for (int i = 0; i < SRC.GetLength(0); i++)
|
||||
{
|
||||
string name = SRC[i, 0], src = SRC[i, 1];
|
||||
string dst = DST + name + "_WL.png";
|
||||
File.Copy(src, dst, true);
|
||||
sb.AppendLine("COPY " + src + " -> " + dst + " (" + new FileInfo(dst).Length + " bytes · 원본과 동일 = " +
|
||||
(new FileInfo(src).Length == new FileInfo(dst).Length) + ")");
|
||||
}
|
||||
AssetDatabase.Refresh();
|
||||
// 원본 임포터 설정을 복사본에 이식
|
||||
for (int i = 0; i < SRC.GetLength(0); i++)
|
||||
{
|
||||
string name = SRC[i, 0], src = SRC[i, 1];
|
||||
string dst = DST + name + "_WL.png";
|
||||
var si = AssetImporter.GetAtPath(src) as TextureImporter;
|
||||
var di = AssetImporter.GetAtPath(dst) as TextureImporter;
|
||||
if (si == null || di == null) { sb.AppendLine("IMPORTER MISS " + name); continue; }
|
||||
di.textureType = si.textureType;
|
||||
di.sRGBTexture = si.sRGBTexture;
|
||||
di.alphaSource = si.alphaSource;
|
||||
di.alphaIsTransparency = si.alphaIsTransparency;
|
||||
di.mipmapEnabled = si.mipmapEnabled;
|
||||
di.wrapMode = si.wrapMode;
|
||||
di.filterMode = si.filterMode;
|
||||
di.anisoLevel = si.anisoLevel;
|
||||
di.npotScale = si.npotScale;
|
||||
di.maxTextureSize = si.maxTextureSize;
|
||||
di.textureCompression = si.textureCompression;
|
||||
di.SaveAndReimport();
|
||||
sb.AppendLine("IMPORT " + name + "_WL type=" + di.textureType + " sRGB=" + di.sRGBTexture +
|
||||
" alphaSrc=" + di.alphaSource + " alphaIsTransparency=" + di.alphaIsTransparency +
|
||||
" mip=" + di.mipmapEnabled + " max=" + di.maxTextureSize);
|
||||
}
|
||||
AssetDatabase.SaveAssets();
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
// ═════════════════════════════════════════════════════════════════════
|
||||
// ② 평탄화 — 복사본을 읽어 levels 단계로 양자화한 새 png
|
||||
// ═════════════════════════════════════════════════════════════════════
|
||||
public static string MakeFlat(int levels)
|
||||
{
|
||||
var sb = new StringBuilder();
|
||||
Ensure(DST);
|
||||
for (int i = 0; i < SRC.GetLength(0); i++)
|
||||
{
|
||||
string name = SRC[i, 0];
|
||||
string src = DST + name + "_WL.png";
|
||||
if (!File.Exists(src)) { sb.AppendLine("SKIP(no copy) " + src); continue; }
|
||||
int w, h;
|
||||
var t = LoadRaw(src, out w, out h);
|
||||
var px = t.GetPixels32();
|
||||
|
||||
float step = 255f / (levels - 1);
|
||||
int uniqBefore = CountUnique(px);
|
||||
int alphaChanged = 0;
|
||||
for (int p = 0; p < px.Length; p++)
|
||||
{
|
||||
var c = px[p];
|
||||
c.r = (byte)Mathf.Clamp(Mathf.RoundToInt(Mathf.Round(c.r / step) * step), 0, 255);
|
||||
c.g = (byte)Mathf.Clamp(Mathf.RoundToInt(Mathf.Round(c.g / step) * step), 0, 255);
|
||||
c.b = (byte)Mathf.Clamp(Mathf.RoundToInt(Mathf.Round(c.b / step) * step), 0, 255);
|
||||
// 알파는 그대로 (얼굴·머리 가장자리 보존)
|
||||
px[p] = c;
|
||||
}
|
||||
var outT = new Texture2D(w, h, TextureFormat.RGBA32, false);
|
||||
outT.SetPixels32(px);
|
||||
outT.Apply(false);
|
||||
string dst = DST + name + "_WL_Q" + levels + ".png";
|
||||
File.WriteAllBytes(dst, outT.EncodeToPNG());
|
||||
int uniqAfter = CountUnique(px);
|
||||
sb.AppendLine("FLAT " + name + " levels=" + levels + " " + w + "x" + h +
|
||||
" 고유색 " + uniqBefore + " -> " + uniqAfter + " · 알파변경 " + alphaChanged + " · " + dst);
|
||||
UnityEngine.Object.DestroyImmediate(t);
|
||||
UnityEngine.Object.DestroyImmediate(outT);
|
||||
}
|
||||
AssetDatabase.Refresh();
|
||||
// 임포트 설정을 복사본과 같게
|
||||
for (int i = 0; i < SRC.GetLength(0); i++)
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{
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string name = SRC[i, 0];
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var si = AssetImporter.GetAtPath(DST + name + "_WL.png") as TextureImporter;
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var di = AssetImporter.GetAtPath(DST + name + "_WL_Q" + levels + ".png") as TextureImporter;
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if (si == null || di == null) continue;
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di.textureType = si.textureType;
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di.sRGBTexture = si.sRGBTexture;
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di.alphaSource = si.alphaSource;
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di.alphaIsTransparency = si.alphaIsTransparency;
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||||
di.mipmapEnabled = si.mipmapEnabled;
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di.wrapMode = si.wrapMode;
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di.filterMode = si.filterMode;
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di.npotScale = si.npotScale;
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di.maxTextureSize = si.maxTextureSize;
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di.textureCompression = si.textureCompression;
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di.SaveAndReimport();
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}
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AssetDatabase.SaveAssets();
|
||||
return sb.ToString();
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||||
}
|
||||
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static int CountUnique(Color32[] px)
|
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{
|
||||
var set = new HashSet<int>();
|
||||
int stride = px.Length > 1048576 ? 4 : 1; // 4M 픽셀 이상이면 1/4 샘플링(메모리)
|
||||
for (int i = 0; i < px.Length; i += stride)
|
||||
{
|
||||
var c = px[i];
|
||||
if (c.a == 0) continue;
|
||||
set.Add((c.r << 16) | (c.g << 8) | c.b);
|
||||
}
|
||||
return set.Count;
|
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}
|
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|
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// ═════════════════════════════════════════════════════════════════════
|
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// ③ 축소 — 복사본/평탄화본의 maxTextureSize 만 바꾼다
|
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// ═════════════════════════════════════════════════════════════════════
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public static string SetMaxSize(string suffix, int maxSize)
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{
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var sb = new StringBuilder();
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for (int i = 0; i < SRC.GetLength(0); i++)
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{
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string p = DST + SRC[i, 0] + suffix + ".png";
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var im = AssetImporter.GetAtPath(p) as TextureImporter;
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if (im == null) { sb.AppendLine("MISS " + p); continue; }
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im.maxTextureSize = maxSize;
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im.SaveAndReimport();
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var t = AssetDatabase.LoadAssetAtPath<Texture2D>(p);
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long mem = t != null ? UnityEngine.Profiling.Profiler.GetRuntimeMemorySizeLong(t) : 0;
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sb.AppendLine("MAXSIZE " + p + " -> " + maxSize + " · 실제 " + (t != null ? t.width + "x" + t.height : "?") +
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" · " + (t != null ? t.format.ToString() : "?") + " · " + (mem / 1024f / 1024f).ToString("F3") + " MB");
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}
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AssetDatabase.SaveAssets();
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return sb.ToString();
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}
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/// <summary>원본 4장의 런타임 메모리(현재 임포트 상태)를 잰다.</summary>
|
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public static string MeasureOriginals()
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{
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var sb = new StringBuilder();
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float tot = 0;
|
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for (int i = 0; i < SRC.GetLength(0); i++)
|
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{
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var t = AssetDatabase.LoadAssetAtPath<Texture2D>(SRC[i, 1]);
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if (t == null) { sb.AppendLine("MISS " + SRC[i, 1]); continue; }
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long mem = UnityEngine.Profiling.Profiler.GetRuntimeMemorySizeLong(t);
|
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tot += mem / 1024f / 1024f;
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sb.AppendLine("ORIG " + SRC[i, 0] + " " + t.width + "x" + t.height + " " + t.format + " mip=" + (t.mipmapCount > 1) +
|
||||
" · " + (mem / 1024f / 1024f).ToString("F3") + " MB");
|
||||
}
|
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sb.AppendLine("ORIG TOTAL " + tot.ToString("F3") + " MB");
|
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return sb.ToString();
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}
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public static string MeasureSet(string suffix)
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{
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var sb = new StringBuilder();
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float tot = 0;
|
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for (int i = 0; i < SRC.GetLength(0); i++)
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{
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string p = DST + SRC[i, 0] + suffix + ".png";
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var t = AssetDatabase.LoadAssetAtPath<Texture2D>(p);
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if (t == null) { sb.AppendLine("MISS " + p); continue; }
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long mem = UnityEngine.Profiling.Profiler.GetRuntimeMemorySizeLong(t);
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||||
tot += mem / 1024f / 1024f;
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sb.AppendLine("SET" + suffix + " " + SRC[i, 0] + " " + t.width + "x" + t.height + " " + t.format +
|
||||
" · " + (mem / 1024f / 1024f).ToString("F3") + " MB");
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}
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sb.AppendLine("SET" + suffix + " TOTAL " + tot.ToString("F3") + " MB");
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return sb.ToString();
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}
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public static void Run()
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{
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var sb = new StringBuilder();
|
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sb.Append(MeasureOriginals());
|
||||
sb.Append(CopyAll());
|
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Debug.Log("[WL814s posterize]\n" + sb);
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}
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// 디스패처 — unity command run_script --entry WL814s_Posterize.Cmd --args "<cmd> …"
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public static string Cmd(string[] args)
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{
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if (args == null || args.Length == 0) return MeasureOriginals();
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string c = args[0];
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try
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{
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if (c == "measure") return MeasureOriginals();
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if (c == "copy") return MeasureOriginals() + CopyAll();
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if (c == "flat") return MakeFlat(int.Parse(args[1]));
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if (c == "maxsize") return SetMaxSize(args[1] == "-" ? "_WL" : args[1], int.Parse(args[2]));
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if (c == "set") return MeasureSet(args[1] == "-" ? "_WL" : args[1]);
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return "UNKNOWN " + c;
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}
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catch (Exception e) { return "EXCEPTION " + e.GetType().Name + " " + e.Message + "\n" + e.StackTrace; }
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}
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@ -0,0 +1,106 @@
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// ─────────────────────────────────────────────────────────────────────────────
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||||
// WLCharacterLook.cs — 캐릭터 머티리얼을 모드에 맞게 갈아끼운다 (WL-814s)
|
||||
//
|
||||
// PD 지시 #814 · 발주서 WL-814s §1-5
|
||||
//
|
||||
// ■ 무엇을 하나
|
||||
// 프리팹(LH_M05)은 기본 모드의 머티리얼을 들고 있다. 이 컴포넌트가 Awake 에서
|
||||
// SO(WLCharacterLookSettings) 를 읽어 「지금 모드」의 머티리얼로 맞춘다.
|
||||
// enabled_ = 0 · mode = 0 이면 **원본 머티리얼로 되돌린다**(되돌리기 스위치).
|
||||
//
|
||||
// ■ 어떻게 맞추나 (프리팹이 무엇을 들고 있든 결과가 같다 = 멱등)
|
||||
// SO 의 4개 배열(originals · mode1 · mode2 · mode3)은 같은 길이·같은 순서다.
|
||||
// 렌더러가 들고 있는 머티리얼이 어느 배열의 i번이든, 목표 배열의 i번으로 바꾼다.
|
||||
// 표에 없는 머티리얼(무기 등)은 건드리지 않는다.
|
||||
//
|
||||
// ■ 성능 / GC
|
||||
// Awake 1회. 렌더러 수만큼만 돈다(LH_M05 = 7). 바뀔 것이 없으면 배열 대입도 하지 않는다.
|
||||
//
|
||||
// 🔴 Debug.LogError / Debug.LogException 을 쓰지 않는다(813z 규칙).
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace WL.Look.Character
|
||||
{
|
||||
[DisallowMultipleComponent]
|
||||
public class WLCharacterLook : MonoBehaviour
|
||||
{
|
||||
// 진단(프로브가 읽는다)
|
||||
public static int AppliedRenderers, AppliedSlots, LastMode = -1;
|
||||
public static string LastLog = "";
|
||||
|
||||
static readonly List<Renderer> s_buf = new List<Renderer>(16);
|
||||
|
||||
void Awake() { Apply(gameObject); }
|
||||
|
||||
/// <summary>SO 가 지시하는 모드로 맞춘다.</summary>
|
||||
public static void Apply(GameObject root)
|
||||
{
|
||||
var cfg = WLCharacterLookSettings.Instance;
|
||||
if (cfg == null || root == null) return;
|
||||
ApplyMode(root, WLCharacterLookSettings.ActiveMode, cfg);
|
||||
}
|
||||
|
||||
/// <summary>모드를 직접 지정해 맞춘다(캡처·프로브·A/B 용).</summary>
|
||||
public static void ApplyMode(GameObject root, int mode, WLCharacterLookSettings cfg)
|
||||
{
|
||||
if (root == null) return;
|
||||
if (cfg == null) cfg = WLCharacterLookSettings.Instance;
|
||||
if (cfg == null || cfg.originals == null || cfg.originals.Length == 0) return;
|
||||
|
||||
Material[] target = cfg.SetForMode(mode);
|
||||
if (target == null) return;
|
||||
|
||||
int n = cfg.originals.Length;
|
||||
int renderers = 0, slots = 0;
|
||||
|
||||
s_buf.Clear();
|
||||
root.GetComponentsInChildren<Renderer>(true, s_buf);
|
||||
for (int ri = 0; ri < s_buf.Count; ri++)
|
||||
{
|
||||
var r = s_buf[ri];
|
||||
if (r == null) continue;
|
||||
var mats = r.sharedMaterials;
|
||||
if (mats == null || mats.Length == 0) continue;
|
||||
|
||||
bool changed = false;
|
||||
for (int si = 0; si < mats.Length; si++)
|
||||
{
|
||||
int idx = IndexOf(cfg, mats[si], n);
|
||||
if (idx < 0) continue;
|
||||
var want = target[idx];
|
||||
if (want == null || mats[si] == want) continue;
|
||||
mats[si] = want;
|
||||
changed = true;
|
||||
slots++;
|
||||
}
|
||||
if (changed) { r.sharedMaterials = mats; renderers++; }
|
||||
}
|
||||
|
||||
AppliedRenderers = renderers; AppliedSlots = slots; LastMode = mode;
|
||||
LastLog = "mode " + mode + " · 렌더러 " + renderers + " · 슬롯 " + slots;
|
||||
if (cfg.verboseLog != 0) Debug.Log("[WL814s CharacterLook] " + LastLog);
|
||||
}
|
||||
|
||||
/// <summary>머티리얼이 4개 배열 중 어디의 몇 번인지(없으면 -1).</summary>
|
||||
static int IndexOf(WLCharacterLookSettings c, Material m, int n)
|
||||
{
|
||||
if (m == null) return -1;
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
if (Same(c.originals, i, m)) return i;
|
||||
if (Same(c.mode1, i, m)) return i;
|
||||
if (Same(c.mode2, i, m)) return i;
|
||||
if (Same(c.mode3, i, m)) return i;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
static bool Same(Material[] a, int i, Material m)
|
||||
{
|
||||
return a != null && i < a.Length && a[i] != null && a[i] == m;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a645824e9a9c1c146a7fc5e5fdb2a515
|
||||
|
|
@ -0,0 +1,81 @@
|
|||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// WLCharacterLookSettings.cs — 캐릭터 룩(배경과 같은 Toon) 되돌리기 스위치 (WL-814s)
|
||||
//
|
||||
// PD 지시 #814 · 발주서 WL-814s §1-5
|
||||
//
|
||||
// enabled_ = 0 → 원본 머티리얼 100 % (프리팹이 무엇을 들고 있든 런타임에 원본으로 되돌린다)
|
||||
// mode 0 = 원본 · 1 = 셰이더만 · 2 = 셰이더+텍스처 축소 · 3 = 전부(+평탄화)
|
||||
//
|
||||
// 🔴 이 SO 는 「어떤 머티리얼을 쓸지」만 들고 있다. 머티리얼 파일 자체에는 아무 값도 쓰지 않는다.
|
||||
// 🔴 originals 는 반드시 채워 둔다 — 프리팹이 새 머티리얼을 들고 있으므로 이 배열이
|
||||
// 유일한 원본 참조다(잃어버리면 되돌리기가 깨진다).
|
||||
// 🔴 Assets/WL/Look/Character/ 에 .asmdef 를 만들지 말 것.
|
||||
// 🔴 Debug.LogError / Debug.LogException 을 쓰지 않는다(813z 규칙).
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace WL.Look.Character
|
||||
{
|
||||
public class WLCharacterLookSettings : ScriptableObject
|
||||
{
|
||||
[Header("스위치")]
|
||||
[Tooltip("0 이면 원본 머티리얼 100 % (이 기능 전체 off)")]
|
||||
public int enabled_ = 1;
|
||||
|
||||
[Tooltip("0 = 원본 · 1 = 셰이더만 · 2 = 셰이더+텍스처 축소 · 3 = 전부(축소+평탄화)")]
|
||||
public int mode = 1;
|
||||
|
||||
[Tooltip("1 이면 적용 내역을 로그로 남긴다")]
|
||||
public int verboseLog = 0;
|
||||
|
||||
[Header("머티리얼 표 (같은 인덱스끼리 짝)")]
|
||||
public Material[] originals; // 원본 (Toon/Toon · Unlit/Transparent)
|
||||
public Material[] mode1; // Shader Graphs/Toon + 원본 텍스처
|
||||
public Material[] mode2; // Shader Graphs/Toon + 축소 텍스처
|
||||
public Material[] mode3; // Shader Graphs/Toon + 축소·평탄화 텍스처
|
||||
|
||||
// ───────────────────────────────────────── 싱글턴(Resources)
|
||||
public const string ResourcePath = "WL/WLCharacterLookSettings";
|
||||
static WLCharacterLookSettings s_inst;
|
||||
static bool s_tried;
|
||||
|
||||
public static WLCharacterLookSettings Instance
|
||||
{
|
||||
get
|
||||
{
|
||||
if (s_inst == null && !s_tried)
|
||||
{
|
||||
s_tried = true;
|
||||
s_inst = Resources.Load<WLCharacterLookSettings>(ResourcePath);
|
||||
}
|
||||
return s_inst;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>프로브·에디터에서 SO 를 바꿔 끼웠을 때 다시 읽게 한다.</summary>
|
||||
public static void Invalidate() { s_inst = null; s_tried = false; }
|
||||
|
||||
public static bool Enabled
|
||||
{
|
||||
get { var c = Instance; return c != null && c.enabled_ != 0; }
|
||||
}
|
||||
|
||||
/// <summary>지금 적용해야 할 모드(스위치가 꺼져 있으면 0 = 원본).</summary>
|
||||
public static int ActiveMode
|
||||
{
|
||||
get { var c = Instance; if (c == null || c.enabled_ == 0) return 0; return Mathf.Clamp(c.mode, 0, 3); }
|
||||
}
|
||||
|
||||
/// <summary>모드에 해당하는 머티리얼 배열(없으면 originals).</summary>
|
||||
public Material[] SetForMode(int m)
|
||||
{
|
||||
Material[] a = null;
|
||||
if (m == 1) a = mode1;
|
||||
else if (m == 2) a = mode2;
|
||||
else if (m == 3) a = mode3;
|
||||
if (a == null || originals == null || a.Length != originals.Length) return originals;
|
||||
return a;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
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guid: a73e6c94f1ba0454f871a7a7b28c4263
|
||||