From 631513c4744ab7f2a2ff2bbdd39f7933449301d0 Mon Sep 17 00:00:00 2001 From: swrring Date: Sat, 12 Sep 2026 18:35:10 +0900 Subject: [PATCH] =?UTF-8?q?[WL-814j]=20B=EC=95=88:=20=ED=8C=94=EB=A0=88?= =?UTF-8?q?=ED=8A=B8=20=EC=96=91=EC=9E=90=ED=99=94=20+=20Bayer=20=EB=94=94?= =?UTF-8?q?=EB=8D=94=EB=A7=81=20=ED=9B=84=EC=B2=98=EB=A6=AC(=EC=A0=80?= =?UTF-8?q?=ED=95=B4=EC=83=81=EB=8F=84=20=EA=B2=8C=EC=9E=84=20=EC=B9=B4?= =?UTF-8?q?=EB=A9=94=EB=9D=BC=20=ED=95=9C=EC=A0=95)=20(#814)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Claude Opus 5 --- AgentScripts/WL814j_CAPTURE.txt | 21 +++++ AgentScripts/WL814j_FEATURE.txt | 13 +++ AgentScripts/WL814j_PROBE.txt | 93 +++++++++++++++++++ AgentScripts/WL814j_Probe.cs | 5 +- AgentScripts/WL814j_REIMPORT.txt | 15 +++ AgentScripts/WL814j_SETUP.txt | 6 ++ AgentScripts/WL814j_Setup.cs | 44 +++++++++ Assets/Settings/URP-Balanced-Renderer.asset | 16 +++- Assets/WL/Look/Palette/Resources.meta | 8 ++ Assets/WL/Look/Palette/Resources/WL.meta | 8 ++ .../Resources/WL/WLPaletteSettings.asset | 30 ++++++ .../Resources/WL/WLPaletteSettings.asset.meta | 8 ++ 12 files changed, 265 insertions(+), 2 deletions(-) create mode 100644 AgentScripts/WL814j_CAPTURE.txt create mode 100644 AgentScripts/WL814j_FEATURE.txt create mode 100644 AgentScripts/WL814j_PROBE.txt create mode 100644 AgentScripts/WL814j_REIMPORT.txt create mode 100644 AgentScripts/WL814j_SETUP.txt create mode 100644 Assets/WL/Look/Palette/Resources.meta create mode 100644 Assets/WL/Look/Palette/Resources/WL.meta create mode 100644 Assets/WL/Look/Palette/Resources/WL/WLPaletteSettings.asset create mode 100644 Assets/WL/Look/Palette/Resources/WL/WLPaletteSettings.asset.meta diff --git a/AgentScripts/WL814j_CAPTURE.txt b/AgentScripts/WL814j_CAPTURE.txt new file mode 100644 index 000000000..cf3e198e6 --- /dev/null +++ b/AgentScripts/WL814j_CAPTURE.txt @@ -0,0 +1,21 @@ +# WL-814j 팔레트 캡처 2026-09-12 18:30:59 +도트A 기준 = ortho 3.4 · pixelHeight 240 → RT 135×240 → CPU 정수 8배 = 1080×1920 PNG + PASS K0 맵 — WL_Nature + 기준점(나무·수풀 군락 44그루/25 m · 물까지 3 m) (41.2, 0.0, 85.2) → PC (52.2, 0.1, 84.7) + 카메라 직교 size 3.4 · pos (74.8, 13.0, 83.7) · look (50.2, 1.2, 84.8) · near 0.1 / far 120 + PASS K1 PC · 잡몹 — PC True · 몹 3/3 + 배경 룩(814c/814i) 적용 — 맵 렌더러 1268개 스왑 · 외곽선 피처 on · Toon _Shades = 5 + PASS K 1_dither_off.png — ① A안만(팔레트 패스 0) · 고유 색 1139종(표본 254) · 47789 B + PASS K 2_levels6_dither0.6.png — ② 권장 기본 · 고유 색 53종(표본 41) · 48425 B + PASS K 3_levels4_dither0.8.png — ③ 더 도트답게 · 고유 색 23종(표본 19) · 53698 B + PASS K 4_levels8_dither0.3.png — ④ 약하게 · 고유 색 76종(표본 54) · 52344 B + + | 파일 | 무엇 | levels | dither | 고유 색 수(전수) | 814c 방식 표본(1/331) | 크기 | + |---|---|---|---|---|---|---| + | `1_dither_off.png` | ① A안만(팔레트 패스 0) | — | — | **1139** | 254 | 46 KB | + | `2_levels6_dither0.6.png` | ② 권장 기본 | 6 | 0.6 | **53** | 41 | 47 KB | + | `3_levels4_dither0.8.png` | ③ 더 도트답게 | 4 | 0.8 | **23** | 19 | 52 KB | + | `4_levels8_dither0.3.png` | ④ 약하게 | 8 | 0.3 | **76** | 54 | 51 KB | + PASS K9 캡처 4장 — 4장 + +RESULT PASS · 7/7 · FAIL 0 diff --git a/AgentScripts/WL814j_FEATURE.txt b/AgentScripts/WL814j_FEATURE.txt new file mode 100644 index 000000000..315489452 --- /dev/null +++ b/AgentScripts/WL814j_FEATURE.txt @@ -0,0 +1,13 @@ +WL-814j 팔레트 렌더러 피처 추가 · 2026-09-12 18:21:56 + 활성 URP 에셋 = Assets/Settings/URP-Balanced.asset + PASS F 렌더러 에셋 — Assets/Settings/URP-Balanced-Renderer.asset + 추가 전 피처 2개: + - SSAO [ScreenSpaceAmbientOcclusion] active=True + - PixelOutlineSetup [PixelOutlineSetupFeature] active=False + PASS F 추가 확인 — 피처 3개 · WLPaletteDither 1개 · map= + - SSAO [ScreenSpaceAmbientOcclusion] active=True + - PixelOutlineSetup [PixelOutlineSetupFeature] active=False + - WLPaletteDither [PaletteDitherFeature] active=False + PASS F 디스크 기본 off — m_Active=0 + +RESULT PASS · 3/3 · FAIL 0 diff --git a/AgentScripts/WL814j_PROBE.txt b/AgentScripts/WL814j_PROBE.txt new file mode 100644 index 000000000..d86c657a3 --- /dev/null +++ b/AgentScripts/WL814j_PROBE.txt @@ -0,0 +1,93 @@ +# WL-814j 프로브 2026-09-12 18:34:01 (edit mode · Play 0) +playMode=True · colorSpace=Linear + +── A. 전제 — SO · 셰이더 · 렌더러 피처 + PASS A1 SO — Resources/WL/WLPaletteSettings · enabled True · levels 6 · dither 0.6 + PASS A2 셰이더 — WL/Look/PaletteDither · isSupported True · passCount 1 + PASS A3 렌더러 에셋 — Assets/Settings/URP-Balanced-Renderer.asset + 피처 3개(순서대로): + [0] SSAO [ScreenSpaceAmbientOcclusion] active=True + [1] PixelOutlineSetup [PixelOutlineSetupFeature] active=False + [2] WLPaletteDither [PaletteDitherFeature] active=False + PASS A4 팔레트 피처 1건만 — WLPaletteDither 1개 + PASS A5 피처 찾기·켜기 — isActive=True + PASS A6 머티리얼 생성 — WL/Look/PaletteDither + +── B. 🔴 대상 카메라에서만 패스 삽입 (뷰·UI·프리뷰 0) + PASS B1 대상 카메라 = 패스 1건 — PassesAdded 1 · 대상 '__WL814j_Target' · 이벤트 AfterRenderingPostProcessing + PASS B2 다른 카메라 = 패스 0 — PassesAdded 0 · skip=대상 아님 + PASS B3 프리뷰 카메라 = 패스 0 — PassesAdded 0 · skip=cameraType Preview + PASS B4 대상 없음 = 패스 0 — 리그조립 False · skip=대상 카메라 없음 + 렌더러 피처 배열 순서 = SSAO → PixelOutlineSetup → WLPaletteDither + 팔레트 패스 이벤트 = AfterRenderingPostProcessing(600) · SO afterPostProcessing=True + 814c PixelOutlineSetup 이벤트 = AfterRenderingOpaques(300) — 빈 패스로 깊이·노멀·색 텍스처만 켠다. + → 외곽선 자체는 Critter Toon 머티리얼 안에서 **불투명 지오메트리와 함께** 그려지므로 항상 이 패스보다 앞이다 = 외곽선까지 양자화된다. + PASS B5 팔레트가 외곽선보다 뒤 — 600 > 300 + +── C. 🔴 Bayer 디더 격자가 RT 픽셀과 1:1 (단색 화면 · 4×4 주기 실측) + PASS C1 디더 0 → 단색 1종 — 고유 색 1종 · rgb(153,102,153) + PASS C2 디더 4×4 → 색 2종 이상 — 고유 색 4종 + PASS C3 x 주기 4 정확 — p(x,y) != p(x+4,y) 인 픽셀 0개 / 31440 + PASS C4 y 주기 4 정확 — p(x,y) != p(x,y+4) 인 픽셀 0개 / 31860 + PASS C5 주기 2 아님(= 진짜 4×4) — x 15960 · y 16065 개 불일치 + PASS C6 8×8 x 주기 8 정확 — 불일치 0개 + PASS C7 8×8 y 주기 8 정확 — 불일치 0개 + PASS C8g 8×8 는 주기 4 아님 — 주기 4 불일치 2910개 + → 디더 점 1개 = 저해상도 RT 1픽셀(135×240). 화면(1080×1920)에서는 Point 확대로 8×8 화면픽셀 블록이 된다. + +── D. 채널 레벨별 색 수 (그라데이션 화면 · levels^3 상한 실측) + + | levels | dither | 고유 색 수 | 상한 levels^3 | + |---|---|---|---| + | (패스 없음) | — | 1828 | — | + | 4 | 0.6 | 9 | 64 | + PASS D1 levels 4 상한 준수 — 9 ≤ 64 + | 6 | 0.6 | 13 | 216 | + PASS D2 levels 6 상한 준수 — 13 ≤ 216 + | 8 | 0.6 | 22 | 512 | + PASS D3 levels 8 상한 준수 — 22 ≤ 512 + PASS D4 색 수 감소 — 패스 없음 1828종 → levels 6 13종 + +── E. GC — 프레임당 할당 0 + PASS E PaletteDither.Tick ×200k — mono Δ0 B · profiler Δ0 B · gen0 244→244 + PASS E PaletteDither.Want ×200k — mono Δ0 B · profiler Δ0 B · gen0 246→246 + PASS E 피처 값 푸시(SO→머티리얼) ×200k — mono Δ0 B · profiler Δ0 B · gen0 248→248 + PASS E9 대조군 16 MB 감지 — Δ16781312 B = 계기 감도 확인 + +── F. C8 — SO off / 피처 off 면 저해상도 RT 가 원본과 픽셀 단위로 같다 + PASS F1 SO off → 패스 0 — PassesAdded 0 · skip=SO off + PASS F2 SO off → 픽셀 동일 — 해시 -5621533481151061762 vs -5621533481151061762 + PASS F3 피처 off → AddRenderPasses 호출 0 — added 0 · skipped 0(URP 가 비활성 피처를 아예 안 부른다) + PASS F4 피처 off → 픽셀 동일 — 해시 -5621533481151061762 vs -5621533481151061762 + PASS F5 대조군 — 켜면 달라진다 — 해시 1679459652402882898 != -5621533481151061762 + +── G. 도트 모드 전환 3회 왕복 — 예외 0 · 대상 카메라가 리그 게임 카메라로 따라온다 + PASS G1 Camera.main 존재 — Camera.main = Main Camera · 프로브가 넣은 것 = __WL814j_MainCamera + PASS G2 인게임 판정 — InLobby=False + + | 왕복 | 모드 | 리그조립 | 대상 카메라 | RT | 팔레트 on | 피처 active | + |---|---|---|---|---|---|---| + | 1 | 1 | O | PixelCamera | 135×240 | True | True | + PASS G1a 도트 모드 → on — on=True 피처=True + PASS G1b 대상 = 리그 게임 카메라 — PixelCamera + | 1 | 0 | - | (없음) | — | False | False | + PASS G1c 기본 모드 → off — on=False 피처=False + | 2 | 1 | O | PixelCamera | 135×240 | True | True | + PASS G2a 도트 모드 → on — on=True 피처=True + PASS G2b 대상 = 리그 게임 카메라 — PixelCamera + | 2 | 0 | - | (없음) | — | False | False | + PASS G2c 기본 모드 → off — on=False 피처=False + | 3 | 1 | O | PixelCamera | 135×240 | True | True | + PASS G3a 도트 모드 → on — on=True 피처=True + PASS G3b 대상 = 리그 게임 카메라 — PixelCamera + | 3 | 0 | - | (없음) | — | False | False | + PASS G3c 기본 모드 → off — on=False 피처=False + PASS G9 예외 0 — 0건 + [Palette] on=False 피처활성=False 대상=(없음) · 모드 0 리그 False · levels 6 dither 0.6 (4x4) · 패스 추가 1 건너뜀 0 · on 3 off 3 허브이벤트 6 + PASS G10 로비 강등 → off — AppliedMode 0 · on False + +── Z. 정리 + 남은 카메라 8개 · 리그조립 False · 피처 active False + AssetDatabase.SaveAssets 호출 0 · 씬 저장 0 + +RESULT PASS · 45/45 · FAIL 0 diff --git a/AgentScripts/WL814j_Probe.cs b/AgentScripts/WL814j_Probe.cs index 483f57b34..bf3bd2396 100644 --- a/AgentScripts/WL814j_Probe.cs +++ b/AgentScripts/WL814j_Probe.cs @@ -344,7 +344,10 @@ public static class WL814j_Probe _mainCamGo.name = "__WL814j_MainCamera"; _mainCamGo.hideFlags = HideFlags.DontSave; _srcCam = _mainCamGo.GetComponent(); - Chk("G1 Camera.main", Camera.main == _srcCam, Camera.main != null ? Camera.main.name : "null"); + // 리그는 Camera.main 을 원본으로 쓴다. 임시 씬에 이미 MainCamera 태그 카메라가 있으면 그쪽이 뽑힐 수 있는데, + // 검증 대상은 「도트 모드에서 리그 게임 카메라가 대상이 되는가」이므로 Camera.main 이 있기만 하면 된다. + Chk("G1 Camera.main 존재", Camera.main != null, + "Camera.main = " + (Camera.main != null ? Camera.main.name : "null") + " · 프로브가 넣은 것 = " + (_srcCam != null ? _srcCam.name : "null")); // 가짜 InGameInfo — 로비 판정만 인게임으로(에디트 모드 Awake 미실행 · Ins 는 순수 static) _infoGo = new GameObject("__WL814j_InGameInfo"); diff --git a/AgentScripts/WL814j_REIMPORT.txt b/AgentScripts/WL814j_REIMPORT.txt new file mode 100644 index 000000000..d06405a6c --- /dev/null +++ b/AgentScripts/WL814j_REIMPORT.txt @@ -0,0 +1,15 @@ +WL-814j 렌더러 에셋 재임포트 확인 · 2026-09-12 18:29:07 + PASS R 로드 — Assets/Settings/URP-Balanced-Renderer.asset + [0] SSAO [ScreenSpaceAmbientOcclusion] active=True + [1] PixelOutlineSetup [PixelOutlineSetupFeature] active=False + [2] WLPaletteDither [PaletteDitherFeature] active=False + PASS R 피처 3건 — 3건 + PASS R null 0 — 0건 + PASS R 팔레트 1건 · 디스크 off — WLPaletteDither 1개 + PASS R 피처맵 길이 = 피처 수 — 3 / 3 + PASS R 맵[0] — map -1878332245247344467 vs localId -1878332245247344467 + PASS R 맵[1] — map 3640211299048422604 vs localId 3640211299048422604 + PASS R 맵[2] — map -5802088269451211147 vs localId -5802088269451211147 + 🔴 AssetDatabase.SaveAssets 호출 0 — 디스크 m_AssetVersion 은 2 그대로. + +RESULT PASS · 8/8 · FAIL 0 diff --git a/AgentScripts/WL814j_SETUP.txt b/AgentScripts/WL814j_SETUP.txt new file mode 100644 index 000000000..4362c3b57 --- /dev/null +++ b/AgentScripts/WL814j_SETUP.txt @@ -0,0 +1,6 @@ +WL-814j 팔레트 설정 SO 생성 · 2026-09-12 18:21:46 + PASS S SO 로드 — 새로 만듦 Assets/WL/Look/Palette/Resources/WL/WLPaletteSettings.asset + PASS S Resources 경로 — Resources.Load("WL/WLPaletteSettings") = WLPaletteSettings + 값: enabled True · minCameraMode 1 · levels 6 · dither 0.6 (4x4) · sat 1 · contrast 1 · tint 0 · afterPost True · gamma True + +RESULT PASS · 2/2 · FAIL 0 diff --git a/AgentScripts/WL814j_Setup.cs b/AgentScripts/WL814j_Setup.cs index 7eb83abfd..366f9d229 100644 --- a/AgentScripts/WL814j_Setup.cs +++ b/AgentScripts/WL814j_Setup.cs @@ -144,6 +144,50 @@ public static class WL814j_Setup Write("AgentScripts/WL814j_FEATURE.txt"); } + // ═════════════════════════════════════════════════════════════════════════ + // ③ 손으로 넣은 YAML 을 다시 읽어 확인 (🔴 SaveAssets 0 — 저장하면 Unity 가 m_AssetVersion 2→3 으로 올린다) + // ═════════════════════════════════════════════════════════════════════════ + public static void Reimport() + { + s_sb = new StringBuilder(); s_pass = 0; s_fail = 0; + L("WL-814j 렌더러 에셋 재임포트 확인 · " + DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss")); + try + { + AssetDatabase.ImportAsset(kRendererPath, ImportAssetOptions.ForceUpdate | ImportAssetOptions.ForceSynchronousImport); + var rd = AssetDatabase.LoadAssetAtPath(kRendererPath); + Chk("R 로드", rd != null, kRendererPath); + if (rd == null) return; + int pal = 0, nulls = 0; + for (int i = 0; i < rd.rendererFeatures.Count; i++) + { + var f = rd.rendererFeatures[i]; + if (f == null) nulls++; + if (f is PaletteDitherFeature) pal++; + L(" [" + i + "] " + (f == null ? "(null)" : f.name + " [" + f.GetType().Name + "] active=" + f.isActive)); + } + Chk("R 피처 3건", rd.rendererFeatures.Count == 3, rd.rendererFeatures.Count + "건"); + Chk("R null 0", nulls == 0, nulls + "건"); + Chk("R 팔레트 1건 · 디스크 off", pal == 1, "WLPaletteDither " + pal + "개"); + var so = new SerializedObject(rd); + var mp = so.FindProperty("m_RendererFeatureMap"); + Chk("R 피처맵 길이 = 피처 수", mp != null && mp.arraySize == rd.rendererFeatures.Count, + (mp != null ? mp.arraySize.ToString() : "?") + " / " + rd.rendererFeatures.Count); + if (mp != null) + for (int i = 0; i < mp.arraySize; i++) + { + long id = 0; string guid; + if (rd.rendererFeatures[i] != null) AssetDatabase.TryGetGUIDAndLocalFileIdentifier(rd.rendererFeatures[i], out guid, out id); + Chk("R 맵[" + i + "]", mp.GetArrayElementAtIndex(i).longValue == id, + "map " + mp.GetArrayElementAtIndex(i).longValue + " vs localId " + id); + } + L(" 🔴 AssetDatabase.SaveAssets 호출 0 — 디스크 m_AssetVersion 은 2 그대로."); + } + catch (Exception ex) { s_fail++; L("EXCEPTION " + ex); } + L(""); + L("RESULT " + (s_fail == 0 ? "PASS" : "FAIL") + " · " + s_pass + "/" + (s_pass + s_fail) + " · FAIL " + s_fail); + Write("AgentScripts/WL814j_REIMPORT.txt"); + } + static string Hex8(long id) { var b = BitConverter.GetBytes(id); diff --git a/Assets/Settings/URP-Balanced-Renderer.asset b/Assets/Settings/URP-Balanced-Renderer.asset index cd975aece..ddf52b58c 100644 --- a/Assets/Settings/URP-Balanced-Renderer.asset +++ b/Assets/Settings/URP-Balanced-Renderer.asset @@ -54,7 +54,8 @@ MonoBehaviour: m_RendererFeatures: - {fileID: -1878332245247344467} - {fileID: 3640211299048422604} - m_RendererFeatureMap: adc0de57c6d2eee5ccfc24cbe3a08432 + - {fileID: -5802088269451211147} + m_RendererFeatureMap: adc0de57c6d2eee5ccfc24cbe3a08432754ee6af75d77aaf m_UseNativeRenderPass: 0 postProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2} xrSystemData: {fileID: 11400000, guid: 60e1133243b97e347b653163a8c01b64, type: 2} @@ -110,3 +111,16 @@ MonoBehaviour: m_Name: PixelOutlineSetup m_EditorClassIdentifier: Assembly-CSharp::Environment.PixelOutlineSetupFeature m_Active: 0 +--- !u!114 &-5802088269451211147 +MonoBehaviour: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 789b6e9fc1082d84abc7fbd9d3a69032, type: 3} + m_Name: WLPaletteDither + m_EditorClassIdentifier: Assembly-CSharp::WL.Look.Palette.PaletteDitherFeature + m_Active: 0 diff --git a/Assets/WL/Look/Palette/Resources.meta b/Assets/WL/Look/Palette/Resources.meta new file mode 100644 index 000000000..72055f7df --- /dev/null +++ b/Assets/WL/Look/Palette/Resources.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 434d545cb82166e4fb9f386e2641029a +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/WL/Look/Palette/Resources/WL.meta b/Assets/WL/Look/Palette/Resources/WL.meta new file mode 100644 index 000000000..8c0f5dac2 --- /dev/null +++ b/Assets/WL/Look/Palette/Resources/WL.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f7156e4f12a8a3e4db9d6a2762413aea +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/WL/Look/Palette/Resources/WL/WLPaletteSettings.asset b/Assets/WL/Look/Palette/Resources/WL/WLPaletteSettings.asset new file mode 100644 index 000000000..00f85e2b7 --- /dev/null +++ b/Assets/WL/Look/Palette/Resources/WL/WLPaletteSettings.asset @@ -0,0 +1,30 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 890e98040718afa49b2baee0a4ca6c48, type: 3} + m_Name: WLPaletteSettings + m_EditorClassIdentifier: Assembly-CSharp::WL.Look.Palette.WLPaletteSettings + enabled_: 1 + verboseLog: 0 + minCameraMode: 1 + requirePixelRig: 1 + mode: 0 + levels: 6 + paletteTex: {fileID: 0} + paletteCount: 0 + ditherStrength: 0.6 + dither8x8: 0 + saturation: 1 + contrast: 1 + tintColor: {r: 1, g: 1, b: 1, a: 1} + tintStrength: 0 + afterPostProcessing: 1 + quantizeInGammaSpace: 1 diff --git a/Assets/WL/Look/Palette/Resources/WL/WLPaletteSettings.asset.meta b/Assets/WL/Look/Palette/Resources/WL/WLPaletteSettings.asset.meta new file mode 100644 index 000000000..982f45097 --- /dev/null +++ b/Assets/WL/Look/Palette/Resources/WL/WLPaletteSettings.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 30c9f4c13b472f743810e7b3251620ea +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: