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+# WL 플레이어 애니메이션 구조 (PD 지시 #704 ②~⑤)
+
+> 최종 갱신: 2026-09-03 · 근거: PD 지시 #704 (본지시 2~5 + 추가지시 1~3 + 범위확정 1~4)
+> 에셋 원본: `Assets/Shinabro/Platform_Animation/` (전 클립 **Humanoid** · 아바타 원본 = `Models/Stander.FBX`)
+
+---
+
+## 1. 한 줄 요약
+
+**공용 모션 4세트는 모든 캐릭터가 같이 쓰고, 전투 모션만 캐릭터(직업)마다 바꾼다.**
+그래서 컨트롤러를 **베이스 1개 + 캐릭터별 Override 1개**로 나눴다. 새 캐릭터는 **Override 파일만 하나 추가**하면 된다.
+
+```
+Player_Base.controller ← 모든 캐릭터 공통. 상태(state) 구조는 여기서만 관리한다
+ └ Override_Kazuko.overrideController ← Kazuko 전용. 전투 세트 슬롯 + 고유 감정 모션만 덮어쓴다
+ └ Override_P09Female.overrideController ← P09 Female 전용 (PD #711)
+ └ (신규) Override_<캐릭터>.overrideController
+```
+
+* **베이스**: `Assets/WL/Animators/Player_Base.controller`
+* **Kazuko**: `Assets/WL/Animators/Override_Kazuko.overrideController` (직업 = `01_Sword&Shield`)
+* **P09 Female**: `Assets/WL/Animators/Override_P09Female.overrideController` (아래 §7)
+* 캐릭터 프리팹의 Animator 에는 **Override 를 꽂는다** (베이스를 직접 꽂지 않는다)
+
+---
+
+## 2. 세트 구성
+
+### 공용 4세트 — 캐릭터가 바뀌어도 그대로 (PD 범위확정)
+
+| 세트 | 폴더 | 담당 상황 |
+|---|---|---|
+| Base | `Animation/00_Base` | 비전투 기본 이동(대기·걷기·달리기·점프·회피) |
+| Adventure | `Animation/50_Adventure` | 수영 · 벽/사다리/밧줄 타기 · 벽점프 |
+| Damage | `Animation/98_Damage` | 피격 · 다운 · 기상 · 사망 · 상태이상(스턴·슬로우·넉백) |
+| Sub | `Animation/99_Sub` | 일상 대기 · 마법 시전 · 아이템 루팅 · 대화 · 앉기 |
+
+### 전투 세트 — 캐릭터(직업)마다 교체 · 12종
+
+`01_Sword&Shield` · `02_Hammer` · `03_DualBlades` · `04_Bow` · `05_Pistol` · `06_Magic`
+`07_Spear` · `08_Staff` · `09_Fighter` · `10_Rapier` · `11_DoubleBlades` · `12_Claymore`
+
+> **Kazuko = `01_Sword&Shield`**. 기존 Kazuko 전투 클립(`Atk1_wing` · `Walk_wing` · `Run_wing` · `Idle_A_wing` · `Damage_wing` · `DieA_wing`)은 컨트롤러에서 **전부 제거**했다.
+> 남긴 Kazuko 고유 클립 = **`Cry_wing`(감정 표현)** 뿐. 표정·일상 포즈 클립(`IdleB~G_wing` · `Cutepose` · `Thinking` 등)은 에셋에 그대로 있고 필요할 때 Override 로 붙이면 된다.
+
+---
+
+## 3. 지금 동작하는 상황 (현 단계 = PD 지정 4가지 + 콤보)
+
+| 상황 | 애니메이터 상태 | 세트 | 클립 | 길이 | 발동 조건 |
+|---|---|---|---|---|---|
+| 대기/이동 | `Locomotion` (BlendTree · Speed) | 전투 01 | `Sword&Shield_Idle` / `_Walk_F` / `_Run` | 1.67 / 0.80 / 0.67s | 기본 상태 |
+| 공격 1타 | `Attack1` | 전투 01 | `Sword&Shield_Attack1` | 1.00s | 사거리 내 적 + 쿨타임 |
+| 공격 2타 | `Attack2` | 전투 01 | `Sword&Shield_Attack2` | 1.00s | 1타 78% 시점에 대상 유효 |
+| 공격 3타 | `Attack3` | 전투 01 | `Sword&Shield_Attack3` | 1.13s | 2타 78% 시점에 대상 유효 |
+| 시작 — 쓰러짐 | `Down` (speed 0) | 98 Damage | `LyingFront` | 1.33s | 씬 시작 |
+| 시작 — 기상 | `GetUp` (정방향) | 98 Damage | `LyingFront_WakeUp` | 0.67s | 쓰러짐 0.8s 후 |
+| ~~시작 — 감정~~ | `Cry` | 99 Sub → **Kazuko 덮어씀** | `Sub_Talk1` → **`Cry_wing`** | — | **미사용 (PD #705 ②)** — 상태·매핑은 보존, 시퀀스 호출만 제거 |
+| 피격 | `Hit` | 98 Damage | `Damage1` | 0.50s | 피해 수신 (공격/수영 중엔 생략) |
+| 사망 | `Death` | 98 Damage | `KnockDown_F_Light` | 1.00s | HP 0 **+ `playerCanDie` 켬** |
+| 수영 | `Swim` (BlendTree · Speed) | 50 Adventure | `Swim_Idle` / `_Walk_F` / `_Run` | 2.0 / 1.8 / 1.8s | 수면 아래 0.9m 이상 |
+
+### 콤보 규칙 (PD 추가지시 1·2)
+* `Attack1 → Attack2 → Attack3` 3히트. 각 단계마다 피해 판정 **1회** = 콤보당 총 3회.
+* 각 클립의 **78%** 지점에서 다음 단계로 넘어간다. 그 시점에 **대상이 죽었거나 사거리를 벗어나면 잇지 않고**, 현재 클립만 끝내고 대기로 복귀한다.
+* 공격 쿨타임은 **콤보 단위**로 소비한다(단계마다가 아니라).
+* 수치는 전부 `Assets/WL/Settings/CombatSettings.asset` — `comboStepCount` / `comboAdvanceNormalizedTime` / `comboHitNormalizedTime` / `comboBlendTime`.
+
+### 수영 규칙 (PD 범위확정 1)
+* 판정 = `WaterProbe` 가 물 머티리얼(`Shader Graphs/ToonWaterU`)을 쓰는 렌더러의 경계를 읽어 **수면 높이 대비 잠긴 깊이**로 결정. 씬에 트리거 콜라이더를 새로 깔지 않는다.
+* 진입 0.9m / 이탈 0.55m (경계 깜빡임 방지). 수영 중에는 중력 대신 수면을 따라간다.
+* 수치 = `Assets/WL/Settings/PlayerMoveSettings.asset` — `swimEnterDepth` / `swimExitDepth` / `swimSpeed` / `swimSurfaceSubmerge` / `swimSurfaceFollowSpeed` / `swimBlendTime`.
+
+---
+
+## 4. 사용 가능한 모션 리스트업 (아직 연결 안 함 — 필요할 때 늘린다)
+
+> PD 지시대로 **처음부터 전부 구현하지 않는다.** 아래는 "쓸 수 있는 재고" 목록이며, 상황이 생기면 베이스 컨트롤러에 상태를 추가하고 `PlayerController` 에서 호출하면 된다.
+
+### 00_Base — 비전투 이동 (전 26종 · 전부 미연결)
+`Idle` · `IdleTurn` · `Walk_F` · `Walk_B` · `WalkTurn` · `Jog` · `Run` · `RunEnd` · `RunTurn`
+`Jump` · `JumpFall` · `Jump_Run` · `Jump_Roll` · `Crouch` · `Crouch_Walk` · `Dodge` · `DodgeRoll` · `Sliding`
+`Chase_Start` · `ChaseUp_Start/End` · `ChaseDown_Start/End`
+→ 예상 용도: 마을·비전투 구간 이동, 점프/회피 조작이 생길 때
+
+### 50_Adventure — 탐험 (28종 중 수영 3종만 연결)
+* **연결됨**: `Swim_Idle` · `Swim_Walk_F` · `Swim_Run`
+* 미연결: `Swim_RunEnd` · `Swim_Walk_B`
+* 미연결 — 벽타기: `ClimbWall_In/Loop/Out` · `ClimbWall_Move_Up/Down/Left/Right`
+* 미연결 — 사다리: `ClimbLadder_In/Loop/Out` · `ClimbLadder_Move_Up/Down`
+* 미연결 — 밧줄: `ClimbRope_In/Loop/Out` · `ClimbRope_Move_Up/Down`
+* 미연결 — 절벽/벽점프: `ClimbCliff_In/Loop/Out` · `WallJump_In/Loop/Out`
+
+### 98_Damage — 피격·사망·상태이상 (31종 중 4종 연결)
+* **연결됨**: `Damage1`(피격) · `KnockDown_F_Light`(사망) · `LyingFront`(시작 쓰러짐) · `LyingFront_WakeUp`(기상)
+* 미연결 — 피격 변형: `Damage1_Pushed` · `Damage2` · `Damage2_Pushed`
+* 미연결 — 상태이상: **`Stunned`(2.0s)** · **`Slowed`** · `Pulled` · `Pulled_Loop` · `Pushed` · `Pushed_Loop` · `Pushed_Ground` · `Pushed_Air`
+* 미연결 — 다운/기상 변형: `KnockDown_B_Light/Heavy` · `KnockDown_F_Heavy` · `LyingBack` · `LyingBack_WakeUp`
+* 미연결 — 공중 피격: `DamageAir_Start` · `DamageAir_Hit_Light/Heavy/Down` · `DamageAir_Fall` · `DamageAir_End_Light/Heavy`
+
+### 99_Sub — 일상·시전·루팅 (18종 중 1종 연결)
+* **연결됨**: `Sub_Talk1` (→ Kazuko 는 `Cry_wing` 으로 덮어씀 · 시작 시퀀스 감정 표현)
+* 미연결 — 일상 대기: **`Sub_Idle1`** · **`Sub_Idle2`** · `Sub_Sit1` · `Sub_Sit2` · `Sub_Talk2`
+ → 예상 용도: 무입력이 일정 시간 지나면 랜덤 재생
+* 미연결 — 마법 시전: **`Sub_Spell1~4`**
+* 미연결 — 아이템: **`Sub_PickUp`**(줍기) · **`Sub_Get`**(획득) · `Sub_Set`(놓기) · `Sub_Drink`(사용) · `Sub_Throw1`(던지기)
+* 미연결 — 기타: `Sub_Enter_In/Out`(문 통과) · `Sub_HeroLanding`(영웅 착지)
+
+### 01_Sword&Shield — 전투 (31종 중 6종 연결)
+* **연결됨**: `Attack1` · `Attack2` · `Attack3` · `Idle` · `Walk_F` · `Run`
+* 미연결 — 방어/회피: **`Block`**(가드 · 1.60s 루프) · `Dodge` · `DodgeRoll` · `DodgeAttack`
+* 미연결 — 스킬 8종: `Skill1_Float` · `Skill2_Slow` · `Skill3_Stun` · `Skill4_Push` · `Skill5_Pull` · `Skill6_Move` · `Skill7_Around` · `Skill8_Air`
+ → 스킬 시스템이 생기면 그대로 매핑 가능 (이름이 효과를 그대로 말해 준다)
+* 미연결 — 기타: `Walk_B` · `RunEnd` · `Crouch` · `CrouchAttack` · `CrouchBlock` · `Jump` · `JumpFall` · `JumpAttack1~3` · `Weapon_Sheath` / `Unsheath`(무기 납검/발도)
+
+---
+
+## 5. 새 캐릭터를 추가할 때
+
+1. 캐릭터 모델의 Rig 를 **Humanoid** 로 임포트한다(리타깃 조건).
+2. `Override_<캐릭터>.overrideController` 를 만들고 베이스를 `Player_Base.controller` 로 지정한다.
+3. **전투 세트 슬롯 6개만** 그 캐릭터의 직업 폴더 클립으로 채운다:
+ `Sword&Shield_Attack1` · `Attack2` · `Attack3` · `Idle` · `Walk_F` · `Run`
+ → 예) 궁수면 `04_Bow` 의 대응 클립을 넣는다. **비워 두면 베이스(01) 그대로 쓴다.**
+4. 캐릭터 고유 감정 모션이 있으면 `Sub_Talk1` 슬롯에 넣는다(없으면 비워 둔다 → 공용 `Sub_Talk1` 재생).
+5. **공용 슬롯(`LyingFront` · `LyingFront_WakeUp` · `Damage1` · `KnockDown_F_Light` · `Swim_*`)은 건드리지 않는다.** 이게 "공용 모션 4종은 전 캐릭터 공용" 규칙이다.
+6. 프리팹 Animator 에 그 Override 를 꽂는다.
+
+> 코드는 손댈 필요가 없다. `PlayerController` 는 **상태 이름**으로만 재생하고, 클립 교체는 Override 가 담당한다.
+
+---
+
+## 6. 관련 파일
+
+| 역할 | 경로 |
+|---|---|
+| 베이스 컨트롤러 | `Assets/WL/Animators/Player_Base.controller` |
+| Kazuko Override | `Assets/WL/Animators/Override_Kazuko.overrideController` |
+| 상태 재생·콤보·수영·사망 로직 | `Assets/WL/Scripts/Player/PlayerController.cs` |
+| 물 판정 | `Assets/WL/Scripts/Player/WaterProbe.cs` |
+| 콤보·사망 수치 | `Assets/WL/Settings/CombatSettings.asset` |
+| 이동·기상·수영 수치 | `Assets/WL/Settings/PlayerMoveSettings.asset` |
+| 캐릭터 교체 목록 | `Assets/WL/Settings/CharacterRoster.asset` |
+| P09 Female Override | `Assets/WL/Animators/Override_P09Female.overrideController` |
+| P09 Female 프리팹 | `Assets/WL/Prefabs/Player_P09Female.prefab` |
+
+> 상태 이름은 `PlayerController` 인스펙터의 "애니메이터 상태 / 파라미터 이름" 항목에서 바꿀 수 있다(코드 상수 아님 · C45).
+
+---
+
+## 7. P09 Female (PD #711) — 매핑표와 재고 실측
+
+에셋 = `Assets/P09_Modular_Humanoid/` (모델 팩 · Rig **Humanoid** `P09_BodyAvatar` · 리타깃 조건 충족).
+프리팹 = `Player_P09Female.prefab` (루트 CharacterController center (0, 0.83, 0) · radius 0.30 · height 1.66 — 활성 렌더러 바운즈 실측 1.661m 기준).
+
+### 7-1. 실제로 적용한 Override 슬롯
+
+| 베이스 슬롯 | P09 클립 | 결과 |
+|---|---|---|
+| `Sword&Shield_Run` | **`P09_Run_A_v01_x0.5`** (0.83s · 루프 · Humanoid) | P09 자체 이동 모션 · **0.5배 속도 베이크본** (PD #716 ②) |
+| `Sword&Shield_Idle` · `Walk_F` | 없음 | 공용(01 세트) 폴백 |
+| `Sword&Shield_Attack1~3` | 없음 | 공용(01 세트) 폴백 |
+| `LyingFront` · `LyingFront_WakeUp` · `Damage1` · `KnockDown_F_Light` · `Swim_*` | 없음 | **공용 그대로** (PD 지시: P09 에 없으면 현재 공용 사용) |
+
+### 7-2. 왜 대부분 비었는가 — P09 애니메이션 재고 실측
+
+P09 팩은 **모델 팩**이라 FBX 에 내장 클립이 없고, `.anim` 파일 28개 중 대부분이 **1프레임 정지 포즈**다.
+
+| 클립 | 길이 | Humanoid | 판정 |
+|---|---|---|---|
+| `Run_A_v01` | 0.42s 루프 | O | **유일한 실제 이동 모션** → 0.5배로 늘린 사본을 Run 슬롯에 적용 |
+| `Jump` | 1.50s 루프 | O | 실제 모션 (점프 상태가 아직 없어 미연결) |
+| `CHECKMOVE` | 59.70s 루프 | O | 테스트용 장시간 클립 (용도 불명 · 미연결) |
+| `consttest` · `New Animation` | 2.00s · 1.00s | O | 테스트 클립 (미연결) |
+| `Dam_FlyDie_Left_Y26` | 2.10s | O | 날아가며 사망 (현재 사망 연출과 달라 미연결) |
+| `P09_Fem_idle` · `P09_Atack` · `P09_Weapon_idle` · `BA_Body_Stand` | **0.04s** | O | **정지 포즈** — 연결하면 그 자세로 굳는다 → 미연결 |
+| `Mooove` | 10.00s | **X** | Generic 루트라 리타깃 불가 |
+| `P09_Facial_*` 10종 | 0.00s | X | 표정 전용 |
+
+> 그래서 **PD 가 말한 "이동·전투 애니메이션 비교"는 현 시점에 `Run_A_v01`(달리기) 한 종으로만 성립**한다.
+> 걷기·대기·공격은 P09 팩에 모션이 없어 공용 세트가 재생된다(PD 지시의 폴백 규칙).
+
+### 7-3. 머티리얼
+
+원본 4종이 **lilToon 미설치로 `Hidden/InternalErrorShader`(분홍 오류) 상태**였다. 백업 후 UTS `Toon/Toon` 으로 전환했다.
+
+| 머티리얼 | 전 | 후 |
+|---|---|---|
+| `P09_Female_Skin` · `P09_Eye_Purple` · `P09_Female_Armor_003` · `P09_Hair_Red` | `Hidden/InternalErrorShader` | `Toon/Toon` |
+| `P09_Weapon_Sword_02` · `P09_Weapon_Shield_02` (PD #716 ①) | `Hidden/InternalErrorShader` (마젠타) | `Toon/Toon` + 금속용 하이컬러 |
+
+> 무기·방패는 프리팹에서 **비활성 + 등에 장착(ParentConstraint 가중치)** 상태였다 → 렌더러 활성화 + 손 소켓 가중치 1 로 전환(PD #715 ④).
+> P09 팩 전체 85개 중 나머지 78개는 우리 프리팹이 쓰지 않는 다른 색상·장비 변형이라 오류 셰이더로 남겨 두었다.
+
+* 백업 원본 = `Assets/WL/Backup_Materials_원본/P09Female/`
+* 값 기준 = `Kazuko_SkinB.mat` — 1st 셰이드 색 (0.887, 0.682, 0.682) · 셰이드 Step 0.4 / Feather 0.2 · 하이컬러 꺼짐 · **림 5종** (`_RimLight` 1 · 색 (1.000, 0.725, 0.637) · Power 0.7 · InsideMask 0.2 · MaskLevel -0.5) · 아웃라인 등 형상값은 기본
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diff --git a/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/CombatGirls.meta b/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/CombatGirls.meta
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diff --git a/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/CombatGirls/Body.mat b/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/CombatGirls/Body.mat
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diff --git a/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/Kazuko/Kazuko_face.mat b/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/Kazuko/Kazuko_face.mat
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diff --git a/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/Kazuko/Kazuko_face.mat.meta b/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/Kazuko/Kazuko_face.mat.meta
new file mode 100644
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diff --git a/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/Kazuko/Kazuko_hair.mat b/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/Kazuko/Kazuko_hair.mat
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diff --git a/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/Kazuko/Kazuko_lash.mat b/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/Kazuko/Kazuko_lash.mat
new file mode 100644
index 000000000..208e7b974
--- /dev/null
+++ b/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/Kazuko/Kazuko_lash.mat
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diff --git a/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/Kazuko/kazuko_claymore.mat b/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/Kazuko/kazuko_claymore.mat
new file mode 100644
index 000000000..e72726df5
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diff --git a/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/Kazuko_2026-09-03/Kazuko_Armor.mat.meta b/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/Kazuko_2026-09-03/Kazuko_Armor.mat.meta
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diff --git a/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/Kazuko_2026-09-03/Kazuko_Skin.mat b/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/Kazuko_2026-09-03/Kazuko_Skin.mat
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+++ b/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/Kazuko_2026-09-03/Kazuko_Skin.mat
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diff --git a/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/Kazuko_2026-09-03/Kazuko_eyeline.mat b/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/Kazuko_2026-09-03/Kazuko_eyeline.mat
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diff --git a/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/Kazuko_2026-09-03/Kazuko_face.mat b/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/Kazuko_2026-09-03/Kazuko_face.mat
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diff --git a/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/Kazuko_2026-09-03/Kazuko_hair.mat b/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/Kazuko_2026-09-03/Kazuko_hair.mat
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diff --git a/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/Kazuko_2026-09-03/Kazuko_lash.mat b/Backup/WL_Prototype_2026-09-04/Assets_WL/Backup_Materials_원본/Kazuko_2026-09-03/Kazuko_lash.mat
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+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MainTex:
+ m_Texture: {fileID: 2800000, guid: c8254c7fff5f1bc4a8c462ab13ee7286, type: 3}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCap2ndBlendMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCap2ndBumpMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCap2ndTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCapBlendMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCapBumpMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCapTex:
+ m_Texture: {fileID: 2800000, guid: 6bbd403658bed3e4880e993b52980f29, type: 3}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MetallicGlossMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OcclusionMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OutlineTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OutlineVectorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OutlineWidthMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ParallaxMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ReflectionColorTex:
+ m_Texture: {fileID: 2800000, guid: c8254c7fff5f1bc4a8c462ab13ee7286, type: 3}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ReflectionCubeTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _RimColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _RimShadeMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Shadow2ndColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Shadow3rdColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowBlurMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowBorderMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowStrengthMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _SmoothnessTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ m_Ints: []
+ m_Floats:
+ - _AAStrength: 1
+ - _AlphaBoostFA: 10
+ - _AlphaMaskMode: 0
+ - _AlphaMaskScale: 1
+ - _AlphaMaskValue: 0
+ - _AlphaToMask: 0
+ - _Anisotropy2MatCap: 0
+ - _Anisotropy2MatCap2nd: 0
+ - _Anisotropy2Reflection: 0
+ - _Anisotropy2ndBitangentWidth: 1
+ - _Anisotropy2ndShift: 0
+ - _Anisotropy2ndShiftNoiseScale: 0
+ - _Anisotropy2ndSpecularStrength: 0
+ - _Anisotropy2ndTangentWidth: 1
+ - _AnisotropyBitangentWidth: 1
+ - _AnisotropyScale: 1
+ - _AnisotropyShift: 0
+ - _AnisotropyShiftNoiseScale: 0
+ - _AnisotropySpecularStrength: 1
+ - _AnisotropyTangentWidth: 1
+ - _ApplyReflection: 0
+ - _ApplySpecular: 1
+ - _ApplySpecularFA: 1
+ - _AsOverlay: 0
+ - _AsUnlit: 0
+ - _AudioLink2Emission: 0
+ - _AudioLink2Emission2nd: 0
+ - _AudioLink2Emission2ndGrad: 0
+ - _AudioLink2EmissionGrad: 0
+ - _AudioLink2Main2nd: 0
+ - _AudioLink2Main3rd: 0
+ - _AudioLink2Vertex: 0
+ - _AudioLinkAsLocal: 0
+ - _AudioLinkMask_UVMode: 0
+ - _AudioLinkUVMode: 1
+ - _AudioLinkVertexUVMode: 1
+ - _BackfaceForceShadow: 0
+ - _BacklightBackfaceMask: 1
+ - _BacklightBlur: 0.05
+ - _BacklightBorder: 0.35
+ - _BacklightDirectivity: 5
+ - _BacklightMainStrength: 0
+ - _BacklightNormalStrength: 1
+ - _BacklightReceiveShadow: 1
+ - _BacklightViewStrength: 1
+ - _BeforeExposureLimit: 10000
+ - _BitKey0: 0
+ - _BitKey1: 0
+ - _BitKey10: 0
+ - _BitKey11: 0
+ - _BitKey12: 0
+ - _BitKey13: 0
+ - _BitKey14: 0
+ - _BitKey15: 0
+ - _BitKey16: 0
+ - _BitKey17: 0
+ - _BitKey18: 0
+ - _BitKey19: 0
+ - _BitKey2: 0
+ - _BitKey20: 0
+ - _BitKey21: 0
+ - _BitKey22: 0
+ - _BitKey23: 0
+ - _BitKey24: 0
+ - _BitKey25: 0
+ - _BitKey26: 0
+ - _BitKey27: 0
+ - _BitKey28: 0
+ - _BitKey29: 0
+ - _BitKey3: 0
+ - _BitKey30: 0
+ - _BitKey31: 0
+ - _BitKey4: 0
+ - _BitKey5: 0
+ - _BitKey6: 0
+ - _BitKey7: 0
+ - _BitKey8: 0
+ - _BitKey9: 0
+ - _BlendOp: 0
+ - _BlendOpAlpha: 0
+ - _BlendOpAlphaFA: 4
+ - _BlendOpFA: 4
+ - _Bump2ndMap_UVMode: 0
+ - _Bump2ndScale: 1
+ - _BumpScale: 1
+ - _ColorMask: 15
+ - _Cull: 2
+ - _Cutoff: 0.5
+ - _DetailNormalMapScale: 1
+ - _DissolveNoiseStrength: 0.1
+ - _DistanceFadeMode: 0
+ - _DistanceFadeRimFresnelPower: 5
+ - _DitherMaxValue: 255
+ - _DstBlend: 0
+ - _DstBlendAlpha: 10
+ - _DstBlendAlphaFA: 1
+ - _DstBlendFA: 1
+ - _DummyProperty: 0
+ - _Emission2ndBlend: 1
+ - _Emission2ndBlendMode: 1
+ - _Emission2ndFluorescence: 0
+ - _Emission2ndGradSpeed: 1
+ - _Emission2ndMainStrength: 0
+ - _Emission2ndMap_UVMode: 0
+ - _Emission2ndParallaxDepth: 0
+ - _Emission2ndUseGrad: 0
+ - _EmissionBlend: 1
+ - _EmissionBlendMode: 1
+ - _EmissionFluorescence: 0
+ - _EmissionGradSpeed: 1
+ - _EmissionMainStrength: 0
+ - _EmissionMap_UVMode: 0
+ - _EmissionParallaxDepth: 0
+ - _EmissionUseGrad: 0
+ - _FlipNormal: 0
+ - _GSAAStrength: 0
+ - _GlitterAngleRandomize: 0
+ - _GlitterApplyShape: 0
+ - _GlitterApplyTransparency: 1
+ - _GlitterBackfaceMask: 0
+ - _GlitterColorTex_UVMode: 0
+ - _GlitterEnableLighting: 1
+ - _GlitterMainStrength: 0
+ - _GlitterNormalStrength: 1
+ - _GlitterPostContrast: 1
+ - _GlitterScaleRandomize: 0
+ - _GlitterSensitivity: 0.25
+ - _GlitterShadowMask: 0
+ - _GlitterUVMode: 0
+ - _GlitterVRParallaxStrength: 0
+ - _GlossMapScale: 1
+ - _Glossiness: 0.6614907
+ - _GlossyReflections: 1
+ - _IDMask1: 0
+ - _IDMask2: 0
+ - _IDMask3: 0
+ - _IDMask4: 0
+ - _IDMask5: 0
+ - _IDMask6: 0
+ - _IDMask7: 0
+ - _IDMask8: 0
+ - _IDMaskCompile: 0
+ - _IDMaskControlsDissolve: 0
+ - _IDMaskFrom: 8
+ - _IDMaskIndex1: 0
+ - _IDMaskIndex2: 0
+ - _IDMaskIndex3: 0
+ - _IDMaskIndex4: 0
+ - _IDMaskIndex5: 0
+ - _IDMaskIndex6: 0
+ - _IDMaskIndex7: 0
+ - _IDMaskIndex8: 0
+ - _IDMaskIsBitmap: 0
+ - _IDMaskPrior1: 0
+ - _IDMaskPrior2: 0
+ - _IDMaskPrior3: 0
+ - _IDMaskPrior4: 0
+ - _IDMaskPrior5: 0
+ - _IDMaskPrior6: 0
+ - _IDMaskPrior7: 0
+ - _IDMaskPrior8: 0
+ - _IgnoreEncryption: 0
+ - _Invisible: 0
+ - _LightMaxLimit: 1
+ - _LightMinLimit: 0.05
+ - _Main2ndDissolveNoiseStrength: 0.1
+ - _Main2ndEnableLighting: 1
+ - _Main2ndTexAlphaMode: 0
+ - _Main2ndTexAngle: 0
+ - _Main2ndTexBlendMode: 0
+ - _Main2ndTexIsDecal: 0
+ - _Main2ndTexIsLeftOnly: 0
+ - _Main2ndTexIsMSDF: 0
+ - _Main2ndTexIsRightOnly: 0
+ - _Main2ndTexShouldCopy: 0
+ - _Main2ndTexShouldFlipCopy: 0
+ - _Main2ndTexShouldFlipMirror: 0
+ - _Main2ndTex_Cull: 0
+ - _Main2ndTex_UVMode: 0
+ - _Main3rdDissolveNoiseStrength: 0.1
+ - _Main3rdEnableLighting: 1
+ - _Main3rdTexAlphaMode: 0
+ - _Main3rdTexAngle: 0
+ - _Main3rdTexBlendMode: 0
+ - _Main3rdTexIsDecal: 0
+ - _Main3rdTexIsLeftOnly: 0
+ - _Main3rdTexIsMSDF: 0
+ - _Main3rdTexIsRightOnly: 0
+ - _Main3rdTexShouldCopy: 0
+ - _Main3rdTexShouldFlipCopy: 0
+ - _Main3rdTexShouldFlipMirror: 0
+ - _Main3rdTex_Cull: 0
+ - _Main3rdTex_UVMode: 0
+ - _MainGradationStrength: 0
+ - _MatCap2ndApplyTransparency: 1
+ - _MatCap2ndBackfaceMask: 0
+ - _MatCap2ndBlend: 1
+ - _MatCap2ndBlendMode: 1
+ - _MatCap2ndBumpScale: 1
+ - _MatCap2ndCustomNormal: 0
+ - _MatCap2ndEnableLighting: 1
+ - _MatCap2ndLod: 0
+ - _MatCap2ndMainStrength: 0
+ - _MatCap2ndNormalStrength: 1
+ - _MatCap2ndPerspective: 1
+ - _MatCap2ndShadowMask: 0
+ - _MatCap2ndVRParallaxStrength: 1
+ - _MatCap2ndZRotCancel: 1
+ - _MatCapApplyTransparency: 1
+ - _MatCapBackfaceMask: 0
+ - _MatCapBlend: 1
+ - _MatCapBlendMode: 1
+ - _MatCapBumpScale: 1
+ - _MatCapCustomNormal: 0
+ - _MatCapEnableLighting: 1
+ - _MatCapLod: 0
+ - _MatCapMainStrength: 0
+ - _MatCapNormalStrength: 1
+ - _MatCapPerspective: 1
+ - _MatCapShadowMask: 0
+ - _MatCapVRParallaxStrength: 1
+ - _MatCapZRotCancel: 1
+ - _Metallic: 0.5
+ - _Mode: 0
+ - _MonochromeLighting: 0
+ - _OcclusionStrength: 1
+ - _OffsetFactor: 0
+ - _OffsetUnits: 0
+ - _OutlineAlphaToMask: 0
+ - _OutlineBlendOp: 0
+ - _OutlineBlendOpAlpha: 0
+ - _OutlineBlendOpAlphaFA: 4
+ - _OutlineBlendOpFA: 4
+ - _OutlineColorMask: 15
+ - _OutlineCull: 1
+ - _OutlineDeleteMesh: 0
+ - _OutlineDisableInVR: 0
+ - _OutlineDstBlend: 0
+ - _OutlineDstBlendAlpha: 10
+ - _OutlineDstBlendAlphaFA: 1
+ - _OutlineDstBlendFA: 1
+ - _OutlineEnableLighting: 1
+ - _OutlineFixWidth: 0.5
+ - _OutlineLitApplyTex: 0
+ - _OutlineLitOffset: -8
+ - _OutlineLitScale: 10
+ - _OutlineLitShadowReceive: 0
+ - _OutlineOffsetFactor: 0
+ - _OutlineOffsetUnits: 0
+ - _OutlineSrcBlend: 1
+ - _OutlineSrcBlendAlpha: 1
+ - _OutlineSrcBlendAlphaFA: 0
+ - _OutlineSrcBlendFA: 1
+ - _OutlineStencilComp: 8
+ - _OutlineStencilFail: 0
+ - _OutlineStencilPass: 0
+ - _OutlineStencilReadMask: 255
+ - _OutlineStencilRef: 0
+ - _OutlineStencilWriteMask: 255
+ - _OutlineStencilZFail: 0
+ - _OutlineVectorScale: 1
+ - _OutlineVectorUVMode: 0
+ - _OutlineVertexR2Width: 0
+ - _OutlineWidth: 0.08
+ - _OutlineZBias: 0
+ - _OutlineZClip: 1
+ - _OutlineZTest: 2
+ - _OutlineZWrite: 1
+ - _Parallax: 0.02
+ - _ParallaxOffset: 0.5
+ - _Reflectance: 0.5
+ - _ReflectionApplyTransparency: 1
+ - _ReflectionBlendMode: 1
+ - _ReflectionCubeEnableLighting: 1
+ - _ReflectionCubeOverride: 0
+ - _ReflectionNormalStrength: 1
+ - _RimApplyTransparency: 1
+ - _RimBackfaceMask: 1
+ - _RimBlendMode: 1
+ - _RimBlur: 0.65
+ - _RimBorder: 0.5
+ - _RimDirRange: 0
+ - _RimDirStrength: 0
+ - _RimEnableLighting: 1
+ - _RimFresnelPower: 3.5
+ - _RimIndirBlur: 0.1
+ - _RimIndirBorder: 0.5
+ - _RimIndirRange: 0
+ - _RimMainStrength: 0
+ - _RimNormalStrength: 1
+ - _RimShadeBlur: 1
+ - _RimShadeBorder: 0.5
+ - _RimShadeFresnelPower: 1
+ - _RimShadeNormalStrength: 1
+ - _RimShadowMask: 0.5
+ - _RimVRParallaxStrength: 1
+ - _Shadow2ndBlur: 0.1
+ - _Shadow2ndBorder: 0.15
+ - _Shadow2ndNormalStrength: 1
+ - _Shadow2ndReceive: 0
+ - _Shadow3rdBlur: 0.1
+ - _Shadow3rdBorder: 0.25
+ - _Shadow3rdNormalStrength: 1
+ - _Shadow3rdReceive: 0
+ - _ShadowBlur: 0
+ - _ShadowBlurMaskLOD: 0
+ - _ShadowBorder: 0.5
+ - _ShadowBorderMaskLOD: 0
+ - _ShadowBorderRange: 0
+ - _ShadowColorType: 0
+ - _ShadowEnvStrength: 0.5
+ - _ShadowFlatBlur: 1
+ - _ShadowFlatBorder: 1
+ - _ShadowMainStrength: 0
+ - _ShadowMaskType: 0
+ - _ShadowNormalStrength: 1
+ - _ShadowPostAO: 0
+ - _ShadowReceive: 0
+ - _ShadowStrength: 1
+ - _ShadowStrengthMaskLOD: 0
+ - _ShiftBackfaceUV: 0
+ - _Smoothness: 0.25
+ - _SmoothnessTextureChannel: 0
+ - _SpecularBlur: 0.15
+ - _SpecularBorder: 0.5
+ - _SpecularHighlights: 1
+ - _SpecularNormalStrength: 1
+ - _SpecularToon: 1
+ - _SrcBlend: 1
+ - _SrcBlendAlpha: 1
+ - _SrcBlendAlphaFA: 0
+ - _SrcBlendFA: 1
+ - _StencilComp: 8
+ - _StencilFail: 0
+ - _StencilPass: 0
+ - _StencilReadMask: 255
+ - _StencilRef: 0
+ - _StencilWriteMask: 255
+ - _StencilZFail: 0
+ - _SubpassCutoff: 0.5
+ - _TessEdge: 10
+ - _TessFactorMax: 3
+ - _TessShrink: 0
+ - _TessStrength: 0.5
+ - _TransparentMode: 0
+ - _UDIMDiscardCompile: 0
+ - _UDIMDiscardMode: 0
+ - _UDIMDiscardRow0_0: 0
+ - _UDIMDiscardRow0_1: 0
+ - _UDIMDiscardRow0_2: 0
+ - _UDIMDiscardRow0_3: 0
+ - _UDIMDiscardRow1_0: 0
+ - _UDIMDiscardRow1_1: 0
+ - _UDIMDiscardRow1_2: 0
+ - _UDIMDiscardRow1_3: 0
+ - _UDIMDiscardRow2_0: 0
+ - _UDIMDiscardRow2_1: 0
+ - _UDIMDiscardRow2_2: 0
+ - _UDIMDiscardRow2_3: 0
+ - _UDIMDiscardRow3_0: 0
+ - _UDIMDiscardRow3_1: 0
+ - _UDIMDiscardRow3_2: 0
+ - _UDIMDiscardRow3_3: 0
+ - _UDIMDiscardUV: 0
+ - _UVSec: 0
+ - _UseAnisotropy: 0
+ - _UseAudioLink: 0
+ - _UseBacklight: 0
+ - _UseBump2ndMap: 0
+ - _UseBumpMap: 0
+ - _UseClippingCanceller: 0
+ - _UseDither: 0
+ - _UseEmission: 0
+ - _UseEmission2nd: 0
+ - _UseGlitter: 0
+ - _UseMain2ndTex: 0
+ - _UseMain3rdTex: 0
+ - _UseMatCap: 1
+ - _UseMatCap2nd: 0
+ - _UseOutline: 0
+ - _UsePOM: 0
+ - _UseParallax: 0
+ - _UseReflection: 1
+ - _UseRim: 0
+ - _UseRimShade: 0
+ - _UseShadow: 1
+ - _VertexLightStrength: 0
+ - _ZClip: 1
+ - _ZTest: 4
+ - _ZWrite: 1
+ - _e2gai: 2
+ - _e2gci: 2
+ - _egai: 2
+ - _egci: 2
+ - _lilDirectionalLightStrength: 1
+ - _lilShadowCasterBias: 0
+ - _lilToonVersion: 45
+ m_Colors:
+ - _AudioLinkDefaultValue: {r: 0, g: 0, b: 2, a: 0.75}
+ - _AudioLinkLocalMapParams: {r: 120, g: 1, b: 0, a: 0}
+ - _AudioLinkMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _AudioLinkStart: {r: 0, g: 0, b: 0, a: 0}
+ - _AudioLinkUVParams: {r: 0.25, g: 0, b: 0, a: 0.125}
+ - _AudioLinkVertexStart: {r: 0, g: 0, b: 0, a: 0}
+ - _AudioLinkVertexStrength: {r: 0, g: 0, b: 0, a: 1}
+ - _AudioLinkVertexUVParams: {r: 0.25, g: 0, b: 0, a: 0.125}
+ - _BackfaceColor: {r: 0, g: 0, b: 0, a: 0}
+ - _BacklightColor: {r: 0.85, g: 0.8, b: 0.7, a: 1}
+ - _BaseColor: {r: 1, g: 1, b: 1, a: 1}
+ - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _Color2nd: {r: 1, g: 1, b: 1, a: 1}
+ - _Color3rd: {r: 1, g: 1, b: 1, a: 1}
+ - _DissolveColor: {r: 1, g: 1, b: 1, a: 1}
+ - _DissolveNoiseMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _DissolveParams: {r: 0, g: 0, b: 0.5, a: 0.1}
+ - _DissolvePos: {r: 0, g: 0, b: 0, a: 0}
+ - _DistanceFade: {r: 0.1, g: 0.01, b: 0, a: 0}
+ - _DistanceFadeColor: {r: 0, g: 0, b: 0, a: 1}
+ - _DistanceFadeRimColor: {r: 0, g: 0, b: 0, a: 0}
+ - _Emission2ndBlendMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _Emission2ndBlink: {r: 0, g: 0, b: 3.141593, a: 0}
+ - _Emission2ndColor: {r: 1, g: 1, b: 1, a: 1}
+ - _Emission2ndMap_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _EmissionBlendMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _EmissionBlink: {r: 0, g: 0, b: 3.141593, a: 0}
+ - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
+ - _EmissionMap_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _GlitterAtras: {r: 1, g: 1, b: 0, a: 0}
+ - _GlitterColor: {r: 1, g: 1, b: 1, a: 1}
+ - _GlitterParams1: {r: 256, g: 256, b: 0.16, a: 50}
+ - _GlitterParams2: {r: 0.25, g: 0, b: 0, a: 0}
+ - _Keys: {r: 0, g: 0, b: 0, a: 0}
+ - _LightDirectionOverride: {r: 0.001, g: 0.002, b: 0.001, a: 0}
+ - _Main2ndDissolveColor: {r: 1, g: 1, b: 1, a: 1}
+ - _Main2ndDissolveNoiseMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _Main2ndDissolveParams: {r: 0, g: 0, b: 0.5, a: 0.1}
+ - _Main2ndDissolvePos: {r: 0, g: 0, b: 0, a: 0}
+ - _Main2ndDistanceFade: {r: 0.1, g: 0.01, b: 0, a: 0}
+ - _Main2ndTexDecalAnimation: {r: 1, g: 1, b: 1, a: 30}
+ - _Main2ndTexDecalSubParam: {r: 1, g: 1, b: 0, a: 1}
+ - _Main2ndTex_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _Main3rdDissolveColor: {r: 1, g: 1, b: 1, a: 1}
+ - _Main3rdDissolveNoiseMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _Main3rdDissolveParams: {r: 0, g: 0, b: 0.5, a: 0.1}
+ - _Main3rdDissolvePos: {r: 0, g: 0, b: 0, a: 0}
+ - _Main3rdDistanceFade: {r: 0.1, g: 0.01, b: 0, a: 0}
+ - _Main3rdTexDecalAnimation: {r: 1, g: 1, b: 1, a: 30}
+ - _Main3rdTexDecalSubParam: {r: 1, g: 1, b: 0, a: 1}
+ - _Main3rdTex_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _MainTexHSVG: {r: 0, g: 1, b: 1, a: 1}
+ - _MainTex_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _MatCap2ndBlendUV1: {r: 0, g: 0, b: 0, a: 0}
+ - _MatCap2ndColor: {r: 1, g: 1, b: 1, a: 1}
+ - _MatCapBlendUV1: {r: 0, g: 0, b: 0, a: 0}
+ - _MatCapColor: {r: 0.39643148, g: 0.3563101, b: 0.4811321, a: 1}
+ - _OutlineColor: {r: 0.6, g: 0.56, b: 0.73, a: 1}
+ - _OutlineLitColor: {r: 1, g: 0.19999996, b: 0, a: 0}
+ - _OutlineTexHSVG: {r: 0, g: 1, b: 1, a: 1}
+ - _OutlineTex_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _ReflectionColor: {r: 1, g: 1, b: 1, a: 0.499}
+ - _ReflectionCubeColor: {r: 0, g: 0, b: 0, a: 1}
+ - _RimColor: {r: 0.65999997, g: 0.5, b: 0.47999996, a: 1}
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+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCapBumpMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCapTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MetallicGlossMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OcclusionMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OutlineTex:
+ m_Texture: {fileID: 2800000, guid: 73efed8aa97f90e46955018de71f5410, type: 3}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OutlineVectorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OutlineWidthMask:
+ m_Texture: {fileID: 2800000, guid: e69a03ba75f9c094199c861889f8be41, type: 3}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ParallaxMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ReflectionColorTex:
+ m_Texture: {fileID: 2800000, guid: 2123834a71e7c17489407c6554c63484, type: 3}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ReflectionCubeTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _RimColorTex:
+ m_Texture: {fileID: 2800000, guid: d221c5061f3c7d043b88d88154f8f0de, type: 3}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _RimShadeMask:
+ m_Texture: {fileID: 2800000, guid: c9ee8f2faccd6664694a6bef9747ff85, type: 3}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Shadow2ndColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Shadow3rdColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowBlurMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowBorderMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
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+ m_Texture: {fileID: 2800000, guid: c9ee8f2faccd6664694a6bef9747ff85, type: 3}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _SmoothnessTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
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+ m_Floats:
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+ - _AlphaBoostFA: 10
+ - _AlphaMaskMode: 0
+ - _AlphaMaskScale: 1
+ - _AlphaMaskValue: 0
+ - _AlphaToMask: 0
+ - _Anisotropy2MatCap: 0
+ - _Anisotropy2MatCap2nd: 0
+ - _Anisotropy2Reflection: 0
+ - _Anisotropy2ndBitangentWidth: 1
+ - _Anisotropy2ndShift: 0
+ - _Anisotropy2ndShiftNoiseScale: 0
+ - _Anisotropy2ndSpecularStrength: 0
+ - _Anisotropy2ndTangentWidth: 1
+ - _AnisotropyBitangentWidth: 1
+ - _AnisotropyScale: 1
+ - _AnisotropyShift: 0
+ - _AnisotropyShiftNoiseScale: 0
+ - _AnisotropySpecularStrength: 1
+ - _AnisotropyTangentWidth: 1
+ - _ApplyReflection: 1
+ - _ApplySpecular: 1
+ - _ApplySpecularFA: 1
+ - _AsOverlay: 0
+ - _AsUnlit: 0
+ - _AudioLink2Emission: 0
+ - _AudioLink2Emission2nd: 0
+ - _AudioLink2Emission2ndGrad: 0
+ - _AudioLink2EmissionGrad: 0
+ - _AudioLink2Main2nd: 0
+ - _AudioLink2Main3rd: 0
+ - _AudioLink2Vertex: 0
+ - _AudioLinkAsLocal: 0
+ - _AudioLinkMask_UVMode: 0
+ - _AudioLinkUVMode: 1
+ - _AudioLinkVertexUVMode: 1
+ - _BackfaceForceShadow: 0
+ - _BacklightBackfaceMask: 1
+ - _BacklightBlur: 0.05
+ - _BacklightBorder: 0.521
+ - _BacklightDirectivity: 5
+ - _BacklightMainStrength: 0.496
+ - _BacklightNormalStrength: 1
+ - _BacklightReceiveShadow: 1
+ - _BacklightViewStrength: 1
+ - _BeforeExposureLimit: 10000
+ - _BitKey0: 0
+ - _BitKey1: 0
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+ - _BitKey11: 0
+ - _BitKey12: 0
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+ - _BitKey15: 0
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+ - _BitKey2: 0
+ - _BitKey20: 0
+ - _BitKey21: 0
+ - _BitKey22: 0
+ - _BitKey23: 0
+ - _BitKey24: 0
+ - _BitKey25: 0
+ - _BitKey26: 0
+ - _BitKey27: 0
+ - _BitKey28: 0
+ - _BitKey29: 0
+ - _BitKey3: 0
+ - _BitKey30: 0
+ - _BitKey31: 0
+ - _BitKey4: 0
+ - _BitKey5: 0
+ - _BitKey6: 0
+ - _BitKey7: 0
+ - _BitKey8: 0
+ - _BitKey9: 0
+ - _BlendOp: 0
+ - _BlendOpAlpha: 0
+ - _BlendOpAlphaFA: 4
+ - _BlendOpFA: 4
+ - _Bump2ndMap_UVMode: 0
+ - _Bump2ndScale: 1
+ - _BumpScale: 1
+ - _ColorMask: 15
+ - _Cull: 2
+ - _Cutoff: 0.5
+ - _DetailNormalMapScale: 1
+ - _DissolveNoiseStrength: 0.1
+ - _DistanceFadeMode: 0
+ - _DistanceFadeRimFresnelPower: 5
+ - _DitherMaxValue: 255
+ - _DstBlend: 0
+ - _DstBlendAlpha: 10
+ - _DstBlendAlphaFA: 1
+ - _DstBlendFA: 1
+ - _DummyProperty: 0
+ - _Emission2ndBlend: 1
+ - _Emission2ndBlendMode: 1
+ - _Emission2ndFluorescence: 0
+ - _Emission2ndGradSpeed: 1
+ - _Emission2ndMainStrength: 0
+ - _Emission2ndMap_UVMode: 0
+ - _Emission2ndParallaxDepth: 0
+ - _Emission2ndUseGrad: 0
+ - _EmissionBlend: 1
+ - _EmissionBlendMode: 1
+ - _EmissionFluorescence: 0
+ - _EmissionGradSpeed: 1
+ - _EmissionMainStrength: 0
+ - _EmissionMap_UVMode: 0
+ - _EmissionParallaxDepth: 0
+ - _EmissionUseGrad: 0
+ - _FlipNormal: 0
+ - _GSAAStrength: 0
+ - _GlitterAngleRandomize: 0
+ - _GlitterApplyShape: 0
+ - _GlitterApplyTransparency: 1
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+ - _GlitterColorTex_UVMode: 0
+ - _GlitterEnableLighting: 1
+ - _GlitterMainStrength: 0
+ - _GlitterNormalStrength: 1
+ - _GlitterPostContrast: 1
+ - _GlitterScaleRandomize: 0
+ - _GlitterSensitivity: 0.25
+ - _GlitterShadowMask: 0
+ - _GlitterUVMode: 0
+ - _GlitterVRParallaxStrength: 0
+ - _GlossMapScale: 1
+ - _Glossiness: 0.5
+ - _GlossyReflections: 1
+ - _IDMask1: 0
+ - _IDMask2: 0
+ - _IDMask3: 0
+ - _IDMask4: 0
+ - _IDMask5: 0
+ - _IDMask6: 0
+ - _IDMask7: 0
+ - _IDMask8: 0
+ - _IDMaskCompile: 0
+ - _IDMaskControlsDissolve: 0
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+ - _Main2ndDissolveNoiseStrength: 0.1
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+ - _Main2ndTexAngle: 0
+ - _Main2ndTexBlendMode: 0
+ - _Main2ndTexIsDecal: 0
+ - _Main2ndTexIsLeftOnly: 0
+ - _Main2ndTexIsMSDF: 0
+ - _Main2ndTexIsRightOnly: 0
+ - _Main2ndTexShouldCopy: 0
+ - _Main2ndTexShouldFlipCopy: 0
+ - _Main2ndTexShouldFlipMirror: 0
+ - _Main2ndTex_Cull: 0
+ - _Main2ndTex_UVMode: 0
+ - _Main3rdDissolveNoiseStrength: 0.1
+ - _Main3rdEnableLighting: 1
+ - _Main3rdTexAlphaMode: 0
+ - _Main3rdTexAngle: 0
+ - _Main3rdTexBlendMode: 0
+ - _Main3rdTexIsDecal: 0
+ - _Main3rdTexIsLeftOnly: 0
+ - _Main3rdTexIsMSDF: 0
+ - _Main3rdTexIsRightOnly: 0
+ - _Main3rdTexShouldCopy: 0
+ - _Main3rdTexShouldFlipCopy: 0
+ - _Main3rdTexShouldFlipMirror: 0
+ - _Main3rdTex_Cull: 0
+ - _Main3rdTex_UVMode: 0
+ - _MainGradationStrength: 0
+ - _MatCap2ndApplyTransparency: 1
+ - _MatCap2ndBackfaceMask: 0
+ - _MatCap2ndBlend: 1
+ - _MatCap2ndBlendMode: 1
+ - _MatCap2ndBumpScale: 1
+ - _MatCap2ndCustomNormal: 0
+ - _MatCap2ndEnableLighting: 1
+ - _MatCap2ndLod: 0
+ - _MatCap2ndMainStrength: 0
+ - _MatCap2ndNormalStrength: 1
+ - _MatCap2ndPerspective: 1
+ - _MatCap2ndShadowMask: 0
+ - _MatCap2ndVRParallaxStrength: 1
+ - _MatCap2ndZRotCancel: 1
+ - _MatCapApplyTransparency: 1
+ - _MatCapBackfaceMask: 0
+ - _MatCapBlend: 1
+ - _MatCapBlendMode: 1
+ - _MatCapBumpScale: 1
+ - _MatCapCustomNormal: 0
+ - _MatCapEnableLighting: 1
+ - _MatCapLod: 0
+ - _MatCapMainStrength: 0
+ - _MatCapNormalStrength: 1
+ - _MatCapPerspective: 1
+ - _MatCapShadowMask: 0
+ - _MatCapVRParallaxStrength: 1
+ - _MatCapZRotCancel: 1
+ - _Metallic: 0
+ - _Mode: 0
+ - _MonochromeLighting: 0
+ - _OcclusionStrength: 1
+ - _OffsetFactor: 0
+ - _OffsetUnits: 0
+ - _OutlineAlphaToMask: 0
+ - _OutlineBlendOp: 0
+ - _OutlineBlendOpAlpha: 0
+ - _OutlineBlendOpAlphaFA: 4
+ - _OutlineBlendOpFA: 4
+ - _OutlineColorMask: 15
+ - _OutlineCull: 1
+ - _OutlineDeleteMesh: 0
+ - _OutlineDisableInVR: 0
+ - _OutlineDstBlend: 0
+ - _OutlineDstBlendAlpha: 10
+ - _OutlineDstBlendAlphaFA: 1
+ - _OutlineDstBlendFA: 1
+ - _OutlineEnableLighting: 1
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+ - _OutlineLitApplyTex: 0
+ - _OutlineLitOffset: -8
+ - _OutlineLitScale: 10
+ - _OutlineLitShadowReceive: 0
+ - _OutlineOffsetFactor: 0
+ - _OutlineOffsetUnits: 0
+ - _OutlineSrcBlend: 1
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+ - _OutlineSrcBlendAlphaFA: 0
+ - _OutlineSrcBlendFA: 1
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+ - _OutlineStencilFail: 0
+ - _OutlineStencilPass: 0
+ - _OutlineStencilReadMask: 255
+ - _OutlineStencilRef: 0
+ - _OutlineStencilWriteMask: 255
+ - _OutlineStencilZFail: 0
+ - _OutlineVectorScale: 1
+ - _OutlineVectorUVMode: 0
+ - _OutlineVertexR2Width: 0
+ - _OutlineWidth: 0.18
+ - _OutlineZBias: 0
+ - _OutlineZClip: 1
+ - _OutlineZTest: 2
+ - _OutlineZWrite: 1
+ - _Parallax: 0.02
+ - _ParallaxOffset: 0.5
+ - _Reflectance: 0.6
+ - _ReflectionApplyTransparency: 1
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+ - _ReflectionCubeEnableLighting: 1
+ - _ReflectionCubeOverride: 1
+ - _ReflectionNormalStrength: 1
+ - _RimApplyTransparency: 1
+ - _RimBackfaceMask: 1
+ - _RimBlendMode: 1
+ - _RimBlur: 0.2
+ - _RimBorder: 0.19999999
+ - _RimDirRange: 0
+ - _RimDirStrength: 0
+ - _RimEnableLighting: 1
+ - _RimFresnelPower: 3
+ - _RimIndirBlur: 0.1
+ - _RimIndirBorder: 0.5
+ - _RimIndirRange: 0
+ - _RimMainStrength: 0.5
+ - _RimNormalStrength: 1
+ - _RimShadeBlur: 1
+ - _RimShadeBorder: 0.7
+ - _RimShadeFresnelPower: 2
+ - _RimShadeNormalStrength: 1
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+ - _RimVRParallaxStrength: 1
+ - _Shadow2ndBlur: 0.2
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+ - _ShadowBlur: 0.15
+ - _ShadowBlurMaskLOD: 0
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+ - _ShadowBorderMaskLOD: 0
+ - _ShadowBorderRange: 0.05
+ - _ShadowColorType: 0
+ - _ShadowEnvStrength: 1
+ - _ShadowFlatBlur: 1
+ - _ShadowFlatBorder: 1
+ - _ShadowMainStrength: 0
+ - _ShadowMaskType: 0
+ - _ShadowNormalStrength: 1
+ - _ShadowPostAO: 0
+ - _ShadowReceive: 0.5
+ - _ShadowStrength: 1
+ - _ShadowStrengthMaskLOD: 0
+ - _ShiftBackfaceUV: 0
+ - _Smoothness: 0.4
+ - _SmoothnessTextureChannel: 0
+ - _SpecularBlur: 0.4
+ - _SpecularBorder: 0.65
+ - _SpecularHighlights: 1
+ - _SpecularNormalStrength: 1
+ - _SpecularToon: 0
+ - _SrcBlend: 1
+ - _SrcBlendAlpha: 1
+ - _SrcBlendAlphaFA: 0
+ - _SrcBlendFA: 1
+ - _StencilComp: 8
+ - _StencilFail: 0
+ - _StencilPass: 0
+ - _StencilReadMask: 255
+ - _StencilRef: 0
+ - _StencilWriteMask: 255
+ - _StencilZFail: 0
+ - _SubpassCutoff: 0.5
+ - _TessEdge: 10
+ - _TessFactorMax: 3
+ - _TessShrink: 0
+ - _TessStrength: 0.5
+ - _TransparentMode: 0
+ - _UDIMDiscardCompile: 0
+ - _UDIMDiscardMode: 0
+ - _UDIMDiscardRow0_0: 0
+ - _UDIMDiscardRow0_1: 0
+ - _UDIMDiscardRow0_2: 0
+ - _UDIMDiscardRow0_3: 0
+ - _UDIMDiscardRow1_0: 0
+ - _UDIMDiscardRow1_1: 0
+ - _UDIMDiscardRow1_2: 0
+ - _UDIMDiscardRow1_3: 0
+ - _UDIMDiscardRow2_0: 0
+ - _UDIMDiscardRow2_1: 0
+ - _UDIMDiscardRow2_2: 0
+ - _UDIMDiscardRow2_3: 0
+ - _UDIMDiscardRow3_0: 0
+ - _UDIMDiscardRow3_1: 0
+ - _UDIMDiscardRow3_2: 0
+ - _UDIMDiscardRow3_3: 0
+ - _UDIMDiscardUV: 0
+ - _UVSec: 0
+ - _UseAnisotropy: 0
+ - _UseAudioLink: 0
+ - _UseBacklight: 0
+ - _UseBump2ndMap: 0
+ - _UseBumpMap: 1
+ - _UseClippingCanceller: 0
+ - _UseDither: 0
+ - _UseEmission: 0
+ - _UseEmission2nd: 0
+ - _UseGlitter: 0
+ - _UseMain2ndTex: 0
+ - _UseMain3rdTex: 0
+ - _UseMatCap: 0
+ - _UseMatCap2nd: 0
+ - _UseOutline: 0
+ - _UsePOM: 0
+ - _UseParallax: 0
+ - _UseReflection: 1
+ - _UseRim: 1
+ - _UseRimShade: 1
+ - _UseShadow: 1
+ - _VertexLightStrength: 0
+ - _ZClip: 1
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+ - _ZWrite: 1
+ - _e2gai: 2
+ - _e2gci: 2
+ - _egai: 2
+ - _egci: 2
+ - _lilDirectionalLightStrength: 1
+ - _lilShadowCasterBias: 0
+ - _lilToonVersion: 45
+ m_Colors:
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+ - _AudioLinkLocalMapParams: {r: 120, g: 1, b: 0, a: 0}
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+ - _AudioLinkStart: {r: 0, g: 0, b: 0, a: 0}
+ - _AudioLinkUVParams: {r: 0.25, g: 0, b: 0, a: 0.125}
+ - _AudioLinkVertexStart: {r: 0, g: 0, b: 0, a: 0}
+ - _AudioLinkVertexStrength: {r: 0, g: 0, b: 0, a: 1}
+ - _AudioLinkVertexUVParams: {r: 0.25, g: 0, b: 0, a: 0.125}
+ - _BackfaceColor: {r: 0, g: 0, b: 0, a: 0}
+ - _BacklightColor: {r: 0.9056604, g: 0.87290853, b: 0.80740476, a: 1}
+ - _BaseColor: {r: 1, g: 1, b: 1, a: 1}
+ - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _Color2nd: {r: 0.7264151, g: 0.67501783, b: 0.67501783, a: 1}
+ - _Color3rd: {r: 1, g: 1, b: 1, a: 1}
+ - _DissolveColor: {r: 1, g: 1, b: 1, a: 1}
+ - _DissolveNoiseMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _DissolveParams: {r: 0, g: 0, b: 0.5, a: 0.1}
+ - _DissolvePos: {r: 0, g: 0, b: 0, a: 0}
+ - _DistanceFade: {r: 0.1, g: 0.01, b: 0, a: 0}
+ - _DistanceFadeColor: {r: 0, g: 0, b: 0, a: 1}
+ - _DistanceFadeRimColor: {r: 0, g: 0, b: 0, a: 0}
+ - _Emission2ndBlendMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _Emission2ndBlink: {r: 0, g: 0, b: 3.141593, a: 0}
+ - _Emission2ndColor: {r: 1, g: 1, b: 1, a: 1}
+ - _Emission2ndMap_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _EmissionBlendMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _EmissionBlink: {r: 0, g: 0, b: 3.141593, a: 0}
+ - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
+ - _EmissionMap_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _GlitterAtras: {r: 1, g: 1, b: 0, a: 0}
+ - _GlitterColor: {r: 1, g: 1, b: 1, a: 1}
+ - _GlitterParams1: {r: 256, g: 256, b: 0.16, a: 50}
+ - _GlitterParams2: {r: 0.25, g: 0, b: 0, a: 0}
+ - _Keys: {r: 0, g: 0, b: 0, a: 0}
+ - _LightDirectionOverride: {r: 0.001, g: 0.002, b: 0.001, a: 0}
+ - _Main2ndDissolveColor: {r: 1, g: 1, b: 1, a: 1}
+ - _Main2ndDissolveNoiseMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _Main2ndDissolveParams: {r: 0, g: 0, b: 0.5, a: 0.1}
+ - _Main2ndDissolvePos: {r: 0, g: 0, b: 0, a: 0}
+ - _Main2ndDistanceFade: {r: 0.1, g: 0.01, b: 0, a: 0}
+ - _Main2ndTexDecalAnimation: {r: 1, g: 1, b: 1, a: 30}
+ - _Main2ndTexDecalSubParam: {r: 1, g: 1, b: 0, a: 1}
+ - _Main2ndTex_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _Main3rdDissolveColor: {r: 1, g: 1, b: 1, a: 1}
+ - _Main3rdDissolveNoiseMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _Main3rdDissolveParams: {r: 0, g: 0, b: 0.5, a: 0.1}
+ - _Main3rdDissolvePos: {r: 0, g: 0, b: 0, a: 0}
+ - _Main3rdDistanceFade: {r: 0.1, g: 0.01, b: 0, a: 0}
+ - _Main3rdTexDecalAnimation: {r: 1, g: 1, b: 1, a: 30}
+ - _Main3rdTexDecalSubParam: {r: 1, g: 1, b: 0, a: 1}
+ - _Main3rdTex_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _MainTexHSVG: {r: 0, g: 1, b: 1, a: 1}
+ - _MainTex_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _MatCap2ndBlendUV1: {r: 0, g: 0, b: 0, a: 0}
+ - _MatCap2ndColor: {r: 1, g: 1, b: 1, a: 1}
+ - _MatCapBlendUV1: {r: 0, g: 0, b: 0, a: 0}
+ - _MatCapColor: {r: 1, g: 1, b: 1, a: 1}
+ - _OutlineColor: {r: 0.5849056, g: 0.504895, b: 0.504895, a: 1}
+ - _OutlineLitColor: {r: 1, g: 0.19999996, b: 0, a: 0}
+ - _OutlineTexHSVG: {r: 0, g: 1, b: 1, a: 1}
+ - _OutlineTex_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _ReflectionColor: {r: 1, g: 0.9292453, b: 0.94432884, a: 0.5}
+ - _ReflectionCubeColor: {r: 0, g: 0, b: 0, a: 1}
+ - _RimColor: {r: 0.8679245, g: 0.7635279, b: 0.7573869, a: 0.8}
+ - _RimIndirColor: {r: 1, g: 1, b: 1, a: 1}
+ - _RimShadeColor: {r: 0.8018868, g: 0.73758453, b: 0.75366014, a: 1}
+ - _Shadow2ndColor: {r: 0.6302578, g: 0.5234959, b: 0.6415094, a: 1}
+ - _Shadow3rdColor: {r: 0, g: 0, b: 0, a: 0}
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+ - _Emission2ndColor: {r: 1, g: 1, b: 1, a: 1}
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+ - _EmissionBlink: {r: 0, g: 0, b: 3.141593, a: 0}
+ - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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+ - _Main2ndDissolveColor: {r: 1, g: 1, b: 1, a: 1}
+ - _Main2ndDissolveNoiseMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _Main2ndDissolveParams: {r: 0, g: 0, b: 0.5, a: 0.1}
+ - _Main2ndDissolvePos: {r: 0, g: 0, b: 0, a: 0}
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+ - _Main2ndTexDecalSubParam: {r: 1, g: 1, b: 0, a: 1}
+ - _Main2ndTex_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _Main3rdDissolveColor: {r: 1, g: 1, b: 1, a: 1}
+ - _Main3rdDissolveNoiseMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _Main3rdDissolveParams: {r: 0, g: 0, b: 0.5, a: 0.1}
+ - _Main3rdDissolvePos: {r: 0, g: 0, b: 0, a: 0}
+ - _Main3rdDistanceFade: {r: 0.1, g: 0.01, b: 0, a: 0}
+ - _Main3rdTexDecalAnimation: {r: 1, g: 1, b: 1, a: 30}
+ - _Main3rdTexDecalSubParam: {r: 1, g: 1, b: 0, a: 1}
+ - _Main3rdTex_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _MainTexHSVG: {r: 0, g: 1, b: 1, a: 1}
+ - _MainTex_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _MatCap2ndBlendUV1: {r: 0, g: 0, b: 0, a: 0}
+ - _MatCap2ndColor: {r: 1, g: 1, b: 1, a: 1}
+ - _MatCapBlendUV1: {r: 0, g: 0, b: 0, a: 0}
+ - _MatCapColor: {r: 0.8773585, g: 0.814832, b: 0.7738964, a: 1}
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+ - _OutlineLitColor: {r: 1, g: 0.19999996, b: 0, a: 0}
+ - _OutlineTexHSVG: {r: 0, g: 1, b: 1, a: 1}
+ - _OutlineTex_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _ReflectionColor: {r: 1, g: 1, b: 1, a: 0.4}
+ - _ReflectionCubeColor: {r: 0, g: 0, b: 0, a: 1}
+ - _RimColor: {r: 1, g: 0.9586715, b: 0.9386792, a: 1}
+ - _RimIndirColor: {r: 1, g: 1, b: 1, a: 1}
+ - _RimShadeColor: {r: 0.7264151, g: 0.7264151, b: 0.7264151, a: 1}
+ - _Shadow2ndColor: {r: 0.6037736, g: 0.5781417, b: 0.5781417, a: 1}
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+ - _ShadowAOShift: {r: 1, g: 0, b: 1, a: 0}
+ - _ShadowAOShift2: {r: 1, g: 0, b: 1, a: 0}
+ - _ShadowBorderColor: {r: 0, g: 0, b: 0, a: 1}
+ - _ShadowColor: {r: 0.735849, g: 0.71155214, b: 0.71155214, a: 1}
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diff --git a/Backup/WL_Prototype_2026-09-04/Assets_WL/Editor/CameraObstacleLayerSetup.cs b/Backup/WL_Prototype_2026-09-04/Assets_WL/Editor/CameraObstacleLayerSetup.cs
new file mode 100644
index 000000000..2f9f95eb2
--- /dev/null
+++ b/Backup/WL_Prototype_2026-09-04/Assets_WL/Editor/CameraObstacleLayerSetup.cs
@@ -0,0 +1,91 @@
+using System.Text;
+using UnityEditor;
+using UnityEditor.SceneManagement;
+using UnityEngine;
+using WL.Player;
+
+namespace WL.EditorTools
+{
+ ///
+ /// 카메라 충돌 회피에서 제외할 오브젝트(나무 등)를 전용 레이어 "CameraIgnore" 로 옮기고,
+ /// FollowCamera.obstacleMask 에서 그 레이어를 뺀다 (PD #736 — 특정 지역에서 카메라가 멋대로 줌인).
+ /// 실측: 플레이어 주변 48m 격자 255점 중 88점에서 카메라 캐스트가 Tree02 크라운 BoxCollider 에 걸려 카메라가 0.2~6m 로 당겨졌다.
+ /// 나무는 캐릭터 물리 충돌엔 그대로 참여한다(레이어 충돌 행렬은 기본값 = 전부 충돌).
+ ///
+ public static class CameraObstacleLayerSetup
+ {
+ public const string LayerName = "CameraIgnore";
+ /// 이 접두어로 시작하는 오브젝트(자식 콜라이더 포함)를 카메라 통과 대상으로 본다.
+ public static readonly string[] IgnorePrefixes = { "Tree" };
+
+ [MenuItem("WL/카메라 - 나무를 카메라 회피에서 제외 (CameraIgnore 레이어) (PD #736)")]
+ public static void MenuApply() { Debug.Log(Apply()); }
+
+ public static string Apply()
+ {
+ var sb = new StringBuilder();
+ int layer = EnsureLayer(LayerName, sb);
+ if (layer < 0) return sb.ToString();
+
+ int moved = 0, already = 0;
+ foreach (var col in Object.FindObjectsByType(FindObjectsInactive.Include, FindObjectsSortMode.None))
+ {
+ if (!MatchesPrefix(col.transform)) continue;
+ if (col.gameObject.layer == layer) { already++; continue; }
+ Undo.RecordObject(col.gameObject, "camera ignore layer");
+ col.gameObject.layer = layer;
+ EditorUtility.SetDirty(col.gameObject);
+ moved++;
+ }
+ sb.AppendLine("레이어 이동: " + moved + "개 (이미 적용 " + already + "개) → " + LayerName + "(" + layer + ")");
+
+ var fc = Object.FindFirstObjectByType();
+ if (fc != null)
+ {
+ var so = new SerializedObject(fc);
+ var prop = so.FindProperty("obstacleMask");
+ int mask = prop.intValue & ~(1 << layer);
+ prop.intValue = mask;
+ so.ApplyModifiedPropertiesWithoutUndo();
+ sb.AppendLine("FollowCamera.obstacleMask = " + mask + " (CameraIgnore 제외)");
+ EditorSceneManager.MarkSceneDirty(fc.gameObject.scene);
+ EditorSceneManager.SaveScene(fc.gameObject.scene);
+ sb.AppendLine("씬 저장: " + fc.gameObject.scene.name);
+ }
+ else sb.AppendLine("FollowCamera 없음");
+ AssetDatabase.SaveAssets();
+ return sb.ToString();
+ }
+
+ private static bool MatchesPrefix(Transform t)
+ {
+ // 자기 이름 또는 부모 이름이 접두어로 시작하면 대상 (콜라이더가 자식에 붙은 프리팹 대응)
+ for (var cur = t; cur != null; cur = cur.parent)
+ foreach (var p in IgnorePrefixes)
+ if (cur.name.StartsWith(p)) return true;
+ return false;
+ }
+
+ /// TagManager 에 레이어가 없으면 빈 사용자 슬롯(8~31)에 만든다.
+ private static int EnsureLayer(string name, StringBuilder sb)
+ {
+ int existing = LayerMask.NameToLayer(name);
+ if (existing >= 0) return existing;
+ var tagManager = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/TagManager.asset")[0]);
+ var layers = tagManager.FindProperty("layers");
+ for (int i = 8; i < layers.arraySize; i++)
+ {
+ var el = layers.GetArrayElementAtIndex(i);
+ if (string.IsNullOrEmpty(el.stringValue))
+ {
+ el.stringValue = name;
+ tagManager.ApplyModifiedProperties();
+ sb.AppendLine("레이어 생성: " + name + " = " + i);
+ return i;
+ }
+ }
+ sb.AppendLine("빈 레이어 슬롯이 없다");
+ return -1;
+ }
+ }
+}
diff --git a/Backup/WL_Prototype_2026-09-04/Assets_WL/Editor/CameraObstacleLayerSetup.cs.meta b/Backup/WL_Prototype_2026-09-04/Assets_WL/Editor/CameraObstacleLayerSetup.cs.meta
new file mode 100644
index 000000000..0b0b5503e
--- /dev/null
+++ b/Backup/WL_Prototype_2026-09-04/Assets_WL/Editor/CameraObstacleLayerSetup.cs.meta
@@ -0,0 +1,2 @@
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\ No newline at end of file
diff --git a/Backup/WL_Prototype_2026-09-04/Assets_WL/Editor/HudBuilder.cs b/Backup/WL_Prototype_2026-09-04/Assets_WL/Editor/HudBuilder.cs
new file mode 100644
index 000000000..f20d81f7c
--- /dev/null
+++ b/Backup/WL_Prototype_2026-09-04/Assets_WL/Editor/HudBuilder.cs
@@ -0,0 +1,417 @@
+using System.Text;
+using UnityEditor;
+using UnityEditor.SceneManagement;
+using UnityEngine;
+using UnityEngine.UI;
+using WL.Player;
+using WL.UI;
+
+namespace WL.EditorTools
+{
+ ///
+ /// HUD 배치 빌더 (PD #727 · #728 · 레퍼런스 XP Hero).
+ /// ① 캐릭터 변경 버튼을 우측 카메라 버튼 아래로 이동
+ /// ② 좌상단 플레이어 레벨 배지 + 경험치 바 (PlayerProgress · PlayerProgressSettings.asset)
+ /// ③ 하단 메뉴 5종 (강화 · 무기 · 제작 · 던전 · 상점) — 배경 = GUI Pro SuperCasual `Button_SkillBtn_Dark`,
+ /// 아이콘 = 같은 팩 스프라이트 조합 (PD 첨부 「강화」 버튼 예시: 위 아이콘 · 아래 라벨)
+ /// 여러 번 실행해도 같은 결과가 나오도록, 만든 오브젝트는 이름으로 찾아 재사용하고 옛 더미 자식은 지운다.
+ /// 기존 HUD 규격을 따른다: 캔버스 UI_Hud(1920×1080 기준 · match 0.5) · SafeArea 루트 · 여백 32.
+ ///
+ public static class HudBuilder
+ {
+ private const string SettingsPath = "Assets/WL/Settings/PlayerProgressSettings.asset";
+ private const string SpriteRoot = "Assets/WL/UI/GUIPro/";
+ private const float Margin = 32f;
+ private const float ButtonSize = 140f;
+ private const float Gap = 24f;
+
+ // 하단 버튼 규격 (캔버스 단위 · 배경 스프라이트 128×107 비율 유지)
+ private const float SideW = 148f, SideH = 140f; // 강화·무기·던전·상점 (PD: 좌우 크기 축소 · 2·4번째와 중앙 아이콘 간격 확보)
+ private const float CenterW = 240f, CenterH = 280f; // 제작(가운데 · 프레임 없음 · 배지+검+별+배너 조합 · 바닥 정렬)
+ private const float RowInset = 0.015f; // 하단 줄 좌우 여백 비율 (줄을 넓혀 슬롯 간격 확보)
+
+ [MenuItem("WL/HUD - 레벨 표기·하단 메뉴 5종·캐릭터 버튼 이동 (PD #727·#728)")]
+ public static void MenuBuild() { Debug.Log(Build()); }
+
+ public static string Build()
+ {
+ var sb = new StringBuilder();
+ var canvas = FindCanvas("UI_Hud");
+ if (canvas == null) return "[HudBuilder] UI_Hud 캔버스를 찾지 못했다";
+ Transform safe = canvas.transform.Find("SafeArea");
+ if (safe == null) return "[HudBuilder] SafeArea 루트를 찾지 못했다";
+ Font font = FindFont(safe);
+
+ // ① 캐릭터 변경 버튼 → 카메라 버튼 아래
+ var cam = safe.Find("Btn_CameraMode") as RectTransform;
+ var chr = safe.Find("Btn_CharacterToggle") as RectTransform;
+ if (cam != null && chr != null)
+ {
+ float camH = cam.sizeDelta.y > 0f ? cam.sizeDelta.y : ButtonSize;
+ chr.anchorMin = new Vector2(1f, 1f);
+ chr.anchorMax = new Vector2(1f, 1f);
+ chr.pivot = new Vector2(1f, 1f);
+ chr.sizeDelta = new Vector2(ButtonSize, ButtonSize);
+ chr.anchoredPosition = new Vector2(cam.anchoredPosition.x, cam.anchoredPosition.y - camH - Gap);
+ sb.AppendLine("① Btn_CharacterToggle → 우상단 카메라 버튼 아래 " + chr.anchoredPosition);
+ }
+ else sb.AppendLine("① 버튼을 찾지 못했다 (cam=" + (cam != null) + " chr=" + (chr != null) + ")");
+
+ // ② 플레이어 진행 데이터 + 좌상단 레벨 표기
+ var settings = AssetDatabase.LoadAssetAtPath(SettingsPath);
+ if (settings == null)
+ {
+ settings = ScriptableObject.CreateInstance();
+ AssetDatabase.CreateAsset(settings, SettingsPath);
+ sb.AppendLine("② PlayerProgressSettings.asset 생성 (시작 Lv " + settings.startLevel + " · 필요 " + settings.baseXpToNext + ")");
+ }
+ var progress = Object.FindFirstObjectByType();
+ if (progress == null)
+ {
+ var go = new GameObject("PlayerProgress");
+ progress = go.AddComponent();
+ sb.AppendLine("② PlayerProgress 오브젝트 생성");
+ }
+ var so = new SerializedObject(progress);
+ so.FindProperty("settings").objectReferenceValue = settings;
+ so.ApplyModifiedPropertiesWithoutUndo();
+
+ // PD #729 탑바 — 좌측 가장자리 상단 = 레벨 아이콘 조합(PD 지정: Icon_Crown + Slider_Level02_Icon_Badge_Yellow + Icon_Leaf_Left/Right + 숫자)
+ Sprite icLevelBadge = LoadSprite("Icons/Slider_Level02_Icon_Badge_Yellow.png", Vector4.zero);
+ Sprite icLevelCrown = LoadSprite("Icons/Icon_Crown.png", Vector4.zero);
+ Sprite icLeafL = LoadSprite("Icons/Icon_Leaf_Left.png", Vector4.zero);
+ Sprite icLeafR = LoadSprite("Icons/Icon_Leaf_Right.png", Vector4.zero);
+ Sprite resBar = LoadSprite("Frame/ResourceBar_Single_Bg.png", new Vector4(11f, 11f, 11f, 11f));
+ Sprite rhombusBg = LoadSprite("Frame/BorderFrame_Rhombus_Bg.png", Vector4.zero);
+ Sprite rhombusIn = LoadSprite("Frame/BorderFrame_Rhombus_Inner.png", Vector4.zero);
+
+ var level = GetOrCreate(safe, "HUD_Level");
+ level.anchorMin = new Vector2(0f, 1f); level.anchorMax = new Vector2(0f, 1f); level.pivot = new Vector2(0f, 1f);
+ level.anchoredPosition = new Vector2(Margin, -Margin);
+ level.sizeDelta = new Vector2(150f, 150f);
+ DestroyChild(level, "Badge"); DestroyChild(level, "XpBar_BG"); // #727 임시 회색 배지·바 제거
+
+ // 그리기 순: 잎(뒤) → 방패 배지 → 왕관 → 숫자
+ // PD 2차: 잎은 아주 조금 위로(-14→-8) · 왕관은 조금 아래로(56→46)
+ var leafL = GetOrCreateIcon(level, "Leaf_L", icLeafL, new Vector2(-46f, -8f), new Vector2(74f, 96f), Color.white);
+ var leafR = GetOrCreateIcon(level, "Leaf_R", icLeafR, new Vector2(46f, -8f), new Vector2(74f, 96f), Color.white);
+ var lvBadge = GetOrCreateIcon(level, "Badge_Shield", icLevelBadge, new Vector2(0f, -8f), new Vector2(104f, 110f), Color.white);
+ var lvCrown = GetOrCreateIcon(level, "Crown", icLevelCrown, new Vector2(0f, 38f), new Vector2(74f, 58f), Color.white); // PD 3차: 왕관 조금 더 아래(46→38)
+ var levelText = GetOrCreateText(lvBadge.rectTransform, "LevelText", font, 46, FontStyle.Bold, "1");
+ levelText.rectTransform.anchoredPosition = new Vector2(0f, 2f); // PD 3차: 숫자를 아이콘 중앙으로(-8→+2)
+ leafL.transform.SetSiblingIndex(0); leafR.transform.SetSiblingIndex(1);
+ lvBadge.transform.SetSiblingIndex(2); lvCrown.transform.SetAsLastSibling();
+
+ // PD #729 2차: "우리 게임에는 경험치가 없다" → 경험치 바 제거 (레벨 아이콘만)
+ DestroyChild(level, "XpBar_BG");
+ Text xpText = null; Image fillImg = null;
+
+ // 우상단 = 골드 · 캐시 · 특수 재화 (오른쪽 가장자리부터 일정 간격 · 다이아 = 마름모 프레임 틴트 + 어두운 바)
+ var currency = GetOrCreate(safe, "HUD_Currency");
+ currency.anchorMin = new Vector2(1f, 1f); currency.anchorMax = new Vector2(1f, 1f); currency.pivot = new Vector2(1f, 1f);
+ currency.anchoredPosition = new Vector2(-Margin, -Margin); currency.sizeDelta = new Vector2(3f * 200f + 2f * 22f, 60f);
+ string[] curIds = { "gold", "cash", "special" };
+ Color[] curOuter = { new Color(1.00f, 0.84f, 0.16f), new Color(0.18f, 0.72f, 1.00f), new Color(0.42f, 0.42f, 0.53f) };
+ Color[] curInner = { new Color(1.00f, 0.95f, 0.45f), new Color(0.45f, 0.95f, 1.00f), new Color(0.62f, 0.62f, 0.72f) };
+ Text[] curTexts = new Text[3];
+ for (int c = 0; c < 3; c++)
+ {
+ var grp = GetOrCreate(currency, "Cur_" + curIds[c]);
+ grp.anchorMin = new Vector2(1f, 0.5f); grp.anchorMax = new Vector2(1f, 0.5f); grp.pivot = new Vector2(1f, 0.5f);
+ grp.anchoredPosition = new Vector2(-(2 - c) * (200f + 22f), 0f); grp.sizeDelta = new Vector2(200f, 60f);
+ var gbar = GetOrCreate(grp, "Bar");
+ var gbarImg = SetImage(gbar, new Color32(14, 16, 16, 255)); // 흰 바탕 스프라이트를 어둡게 틴트 (PD 첨부 = 검은 바)
+ if (resBar != null) { gbarImg.sprite = resBar; gbarImg.type = Image.Type.Sliced; }
+ gbar.anchorMin = new Vector2(0f, 0.5f); gbar.anchorMax = new Vector2(1f, 0.5f); gbar.pivot = new Vector2(0.5f, 0.5f);
+ gbar.anchoredPosition = new Vector2(16f, 0f); gbar.sizeDelta = new Vector2(-32f, 44f);
+ var dia = GetOrCreateIcon(grp, "Diamond", rhombusBg, new Vector2(0f, 0f), new Vector2(64f, 66f), curOuter[c]);
+ dia.rectTransform.anchorMin = new Vector2(0f, 0.5f); dia.rectTransform.anchorMax = new Vector2(0f, 0.5f);
+ dia.rectTransform.anchoredPosition = new Vector2(14f, 0f);
+ var diaIn = GetOrCreateIcon(dia.rectTransform, "Inner", rhombusIn, Vector2.zero, new Vector2(40f, 40f), curInner[c]);
+ var val = GetOrCreateText(gbar, "Value", font, 26, FontStyle.Bold, "0");
+ val.rectTransform.offsetMin = new Vector2(40f, 0f); val.rectTransform.offsetMax = new Vector2(-14f, 0f);
+ val.alignment = TextAnchor.MiddleRight;
+ gbar.SetAsFirstSibling();
+ curTexts[c] = val;
+ }
+ var curHud = currency.GetComponent();
+ if (curHud == null) curHud = currency.gameObject.AddComponent();
+ var cso = new SerializedObject(curHud);
+ cso.FindProperty("goldText").objectReferenceValue = curTexts[0];
+ cso.FindProperty("cashText").objectReferenceValue = curTexts[1];
+ cso.FindProperty("specialText").objectReferenceValue = curTexts[2];
+ cso.ApplyModifiedPropertiesWithoutUndo();
+
+ // 우측 카메라·캐릭터 버튼은 재화 줄 아래로 내린다 (탑바 자리 확보)
+ if (cam != null)
+ {
+ cam.anchoredPosition = new Vector2(-Margin, -(Margin + 60f + Gap));
+ if (chr != null) chr.anchoredPosition = new Vector2(cam.anchoredPosition.x, cam.anchoredPosition.y - (cam.sizeDelta.y > 0f ? cam.sizeDelta.y : ButtonSize) - Gap);
+ }
+ sb.AppendLine("② 탑바: 레벨 아이콘 조합(잎+방패 배지+왕관+숫자) · 경험치 바 250×44 · 재화 3종(마름모 틴트 + 어두운 바 200) · 카메라·캐릭터 버튼 재화 줄 아래로 · 스프라이트 lv=" + (icLevelBadge != null) + " crown=" + (icLevelCrown != null) + " leaf=" + (icLeafL != null && icLeafR != null) + " resBar=" + (resBar != null) + " rhombus=" + (rhombusBg != null && rhombusIn != null));
+
+ var hud = level.GetComponent();
+ if (hud == null) hud = level.gameObject.AddComponent();
+ var hso = new SerializedObject(hud);
+ hso.FindProperty("progress").objectReferenceValue = progress;
+ hso.FindProperty("levelText").objectReferenceValue = levelText;
+ hso.FindProperty("xpText").objectReferenceValue = xpText;
+ hso.FindProperty("xpFill").objectReferenceValue = fillImg;
+ hso.ApplyModifiedPropertiesWithoutUndo();
+ sb.AppendLine("② HUD_Level 좌상단 배지 120 + 경험치 바 320×52");
+
+ // ③ 하단 메뉴 5종 (PD #728 스프라이트)
+ // PD #739 — 미사용 스프라이트 7종 삭제(Button_SkillBtn_Dark·BorderFrame_Round20_Single_Dark 등)에 맞춰 로드 제거
+ Sprite bgSolid = LoadSprite("Button/Button_SkillBtn_White_Bg.png", new Vector4(30f, 28f, 30f, 28f)); // 버튼 배경 = 이 한 장 + 틴트 RGB 93,93,109
+ Sprite dotSprite = LoadSprite("Frame/BorderFrame_Circle75_Bg.png", Vector4.zero); // 둥근 알림 점
+ Sprite icCrown = LoadSprite("Icons/ItemIcon_Badge_Crown.png", Vector4.zero);
+ Sprite icArrow = LoadSprite("Icons/Slider_Level02_Icon_Up_Green.png", Vector4.zero); // PD 지정 초록 위 화살표 (픽토 틴트 대체)
+ Sprite icBag = LoadSprite("Icons/ItemIcon_Bag_Brown.png", Vector4.zero);
+ // 제작(가운데) 조합 = PD 지정: ItemIcon_Badge_Gold + ItemIcon_Battle + ItemIcon_Gem_Star_Blue · 게이지 = BannerFrame03_Single
+ Sprite icBadgeGold = LoadSprite("Icons/ItemIcon_Badge_Gold.png", Vector4.zero);
+ Sprite icBattle = LoadSprite("Icons/ItemIcon_Battle.png", Vector4.zero);
+ Sprite icGemStar = LoadSprite("Icons/ItemIcon_Gem_Star_Blue.png", Vector4.zero);
+ Sprite banner = LoadSprite("Frame/BannerFrame03_Single.png", Vector4.zero);
+ Sprite icDungeon = LoadSprite("Icons/ItemIcon_Dungeon.png", Vector4.zero);
+ Sprite icShop = LoadSprite("Icons/ItemIcon_Shop.png", Vector4.zero);
+ sb.AppendLine("③ 스프라이트 로드: bgSolid=" + (bgSolid != null) + " crown=" + (icCrown != null) + " arrow=" + (icArrow != null)
+ + " bag=" + (icBag != null) + " badgeGold=" + (icBadgeGold != null) + " battle=" + (icBattle != null) + " gemStar=" + (icGemStar != null)
+ + " banner=" + (banner != null) + " dungeon=" + (icDungeon != null) + " shop=" + (icShop != null));
+
+ var bar = GetOrCreate(safe, "HUD_BottomMenu");
+ bar.anchorMin = new Vector2(RowInset, 0f); bar.anchorMax = new Vector2(1f - RowInset, 0f); bar.pivot = new Vector2(0.5f, 0f);
+ bar.anchoredPosition = new Vector2(0f, Gap); bar.sizeDelta = new Vector2(0f, 260f);
+
+ string[] ids = { "upgrade", "weapon", "forge", "dungeon", "shop" };
+ string[] labels = { "강화", "무기", "제작", "던전", "상점" };
+ for (int i = 0; i < 5; i++)
+ {
+ bool center = i == 2;
+ var btn = GetOrCreate(bar, "Btn_Menu_" + ids[i]);
+ // 슬롯 중심 한 점에 앵커를 둔다(앵커 폭을 벌리면 sizeDelta 가 그 폭에 더해져 버튼이 화면 1/5 로 늘어난다 — 1차 캡처 실증)
+ float cx = (i + 0.5f) / 5f;
+ btn.anchorMin = new Vector2(cx, 0f); btn.anchorMax = new Vector2(cx, 0f); btn.pivot = new Vector2(0.5f, 0f);
+ // 하단 정렬: 다섯 버튼 모두 바닥(y=0)에 맞춘다 (PD: 중앙 버튼도 다른 버튼과 하단 정렬)
+ btn.anchoredPosition = Vector2.zero;
+ btn.sizeDelta = center ? new Vector2(CenterW, CenterH) : new Vector2(SideW, SideH);
+ var img = SetImage(btn, Color.white);
+ if (center)
+ {
+ // PD: 중앙(제작) 버튼은 배경 프레임 없음 — 클릭 판정만 남긴 투명 이미지
+ img.sprite = null; img.type = Image.Type.Simple; img.color = new Color(1f, 1f, 1f, 0f); img.raycastTarget = true;
+ DestroyChild(btn, "Bg_Solid");
+ }
+ else
+ {
+ // PD: Dark 는 반투명이라 `Button_SkillBtn_White_Bg` 한 장으로 바꾸고 흰 부분을 RGB 93,93,109 로 틴트
+ if (bgSolid != null) { img.sprite = bgSolid; img.type = Image.Type.Sliced; img.pixelsPerUnitMultiplier = 1f; }
+ img.color = new Color32(93, 93, 109, 255);
+ DestroyChild(btn, "Bg_Solid");
+ }
+ var button = btn.GetComponent