[WL-816a] FarmingIsland 맵 배경을 데모 아트풍으로 통일 (#816)
- Assets/WL/Look/Farm/Scenes/WL_FarmLook.unity (Level01 복사본 · 원본 수정 0) - 배경 머티리얼 5종을 Shader Graphs/Toon 복사본으로 교체 (Shades 7 · Brightness 0.25 · MinimumDarkness 0.2) - 조명/앰비언트/스카이박스를 데모·아레나 값으로 통일 (ambient Skybox 0.212/0.227/0.259 · Dir 흰색 I=1 Soft · Default-Skybox) - 텍스처 유지안 5종 + 단색안 38종 · WLFarmLookSettings(enabled_ 0 이면 원본 100%) - 아레나와 같은 WLReferenceLookSettings 를 그대로 재사용하는 WL_ReferenceLook 오브젝트 추가
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// WL-816a — FarmingIsland 맵 배경을 데모(3DPixelArtEnvironment) 아트풍으로 통일
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// · 원본(Assets/FarmingIsland/**) 수정 0 — 복사본 머티리얼 + 복사본 씬에서만 작업
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// · 데모 실측값: Shader Graphs/Toon · _Shades 7 · _Brightness 0.25 · _MinimumDarkness 0.2
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// _OUTLINESENABLED 1 · _Outline(0,0,0,0) · _Cull 2 · _AmbientStrength 0.1 · 구름 그림자 on
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// · 그림자색 비율 = 데모 Stone 의 _ShadowDiffuseColor / _DiffuseColor = (0.2164, 0.2092, 0.3713) (814s 실측)
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public static class WL816a_Build
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{
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const string SrcScene = "Assets/FarmingIsland/Scenes/Level01.unity";
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const string DstScene = "Assets/WL/Look/Farm/Scenes/WL_FarmLook.unity";
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const string MatDir = "Assets/WL/Look/Farm/Materials";
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const string ResDir = "Assets/WL/Look/Farm/Resources/WL";
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static readonly UnityEngine.Color ShadowRatio = new UnityEngine.Color(0.2164f, 0.2092f, 0.3713f, 0f);
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public static void Run()
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{
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var sb = new System.Text.StringBuilder();
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var toon = UnityEngine.Shader.Find("Shader Graphs/Toon");
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if (toon == null) { UnityEngine.Debug.Log("[WL816a] Shader Graphs/Toon 없음 — 중단"); return; }
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EnsureDir(MatDir); EnsureDir("Assets/WL/Look/Farm/Scenes"); EnsureDir(ResDir);
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// ── 0. 되돌리기 설정 에셋 ────────────────────────────────────────
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string soPath = ResDir + "/WLFarmLookSettings.asset";
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var so = UnityEditor.AssetDatabase.LoadAssetAtPath<WL.Look.Farm.WLFarmLookSettings>(soPath);
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if (so == null)
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{
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so = UnityEngine.ScriptableObject.CreateInstance<WL.Look.Farm.WLFarmLookSettings>();
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so.enabled_ = 1; so.mode = 1; so.applyLighting = 1; so.verboseLog = 0;
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UnityEditor.AssetDatabase.CreateAsset(so, soPath);
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sb.AppendLine("SO 생성 " + soPath);
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}
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// ── 1. 팔레트 텍스처를 디스크에서 직접 읽는다(임포터 무수정) ─────
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var palette = LoadPng("Assets/FarmingIsland/Textures/Palette.png");
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var island = LoadPng("Assets/FarmingIsland/Textures/Islands/Island01.png");
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sb.AppendLine("팔레트 " + (palette != null ? palette.width + "x" + palette.height : "실패")
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+ " · 섬 " + (island != null ? island.width + "x" + island.height : "실패"));
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// ── 2. 씬 복사 ───────────────────────────────────────────────────
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if (UnityEditor.AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(DstScene) != null)
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UnityEditor.AssetDatabase.DeleteAsset(DstScene);
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if (!UnityEditor.AssetDatabase.CopyAsset(SrcScene, DstScene)) { UnityEngine.Debug.Log("[WL816a] 씬 복사 실패"); return; }
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UnityEditor.AssetDatabase.Refresh();
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var scene = UnityEditor.SceneManagement.EditorSceneManager.OpenScene(
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DstScene, UnityEditor.SceneManagement.OpenSceneMode.Single);
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sb.AppendLine("씬 복사 " + DstScene);
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// ── 3. 원본 조명 기록 ────────────────────────────────────────────
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var lights = UnityEngine.Object.FindObjectsByType<UnityEngine.Light>(
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UnityEngine.FindObjectsInactive.Include, UnityEngine.FindObjectsSortMode.None);
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var lightStates = new System.Collections.Generic.List<WL.Look.Farm.WLFarmLook.LightState>();
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for (int i = 0; i < lights.Length; i++)
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lightStates.Add(new WL.Look.Farm.WLFarmLook.LightState
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{ target = lights[i], color = lights[i].color, intensity = lights[i].intensity, shadows = lights[i].shadows });
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int origAmbMode = (int)UnityEngine.RenderSettings.ambientMode;
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var origAmbSky = UnityEngine.RenderSettings.ambientSkyColor;
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var origAmbEq = UnityEngine.RenderSettings.ambientEquatorColor;
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var origAmbGnd = UnityEngine.RenderSettings.ambientGroundColor;
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float origAmbI = UnityEngine.RenderSettings.ambientIntensity;
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var origSky = UnityEngine.RenderSettings.skybox;
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int origRefl = (int)UnityEngine.RenderSettings.defaultReflectionMode;
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var origSun = UnityEngine.RenderSettings.sun;
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// ── 4. 렌더러 전수 → Toon 머티리얼 세트 2종 ──────────────────────
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var rends = UnityEngine.Object.FindObjectsByType<UnityEngine.Renderer>(
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UnityEngine.FindObjectsInactive.Include, UnityEngine.FindObjectsSortMode.None);
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var texCache = new System.Collections.Generic.Dictionary<UnityEngine.Material, UnityEngine.Material>();
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var flatCache = new System.Collections.Generic.Dictionary<string, UnityEngine.Material>();
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var entries = new System.Collections.Generic.List<WL.Look.Farm.WLFarmLook.Entry>();
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int uvOk = 0, uvFail = 0, swapped = 0;
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for (int i = 0; i < rends.Length; i++)
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{
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var r = rends[i];
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if (r == null || r is UnityEngine.ParticleSystemRenderer) continue;
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if (r is UnityEngine.TrailRenderer || r is UnityEngine.LineRenderer) continue;
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var src = r.sharedMaterials;
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if (src == null || src.Length == 0) continue;
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UnityEngine.Mesh mesh = null;
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var mf = r.GetComponent<UnityEngine.MeshFilter>();
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if (mf != null) mesh = mf.sharedMesh;
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var skin = r as UnityEngine.SkinnedMeshRenderer;
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if (skin != null) mesh = skin.sharedMesh;
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var tex = new UnityEngine.Material[src.Length];
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var flat = new UnityEngine.Material[src.Length];
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bool any = false;
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for (int s = 0; s < src.Length; s++)
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{
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var m = src[s];
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if (m == null || m.shader == null || m.shader.name != "Universal Render Pipeline/Simple Lit")
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{ tex[s] = m; flat[s] = m; continue; }
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any = true;
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tex[s] = TexVariant(m, toon, texCache);
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flat[s] = FlatVariant(m, toon, mesh, s, palette, island, flatCache, ref uvOk, ref uvFail);
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}
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if (!any) continue;
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entries.Add(new WL.Look.Farm.WLFarmLook.Entry { target = r, original = src, toonTex = tex, toonFlat = flat });
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r.sharedMaterials = tex;
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UnityEditor.EditorUtility.SetDirty(r);
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swapped++;
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}
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sb.AppendLine("렌더러 교체 " + swapped + " · Toon 텍스처본 " + texCache.Count + "종 · 단색본 " + flatCache.Count
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+ "종 · UV 샘플 성공 " + uvOk + " 실패 " + uvFail);
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// ── 5. 조명·앰비언트·스카이박스 = 데모/아레나 실측값 ──────────────
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UnityEngine.RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Skybox;
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UnityEngine.RenderSettings.ambientSkyColor = new UnityEngine.Color(0.212f, 0.227f, 0.259f, 1f);
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UnityEngine.RenderSettings.ambientEquatorColor = new UnityEngine.Color(0.114f, 0.125f, 0.133f, 1f);
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UnityEngine.RenderSettings.ambientGroundColor = new UnityEngine.Color(0.047f, 0.043f, 0.035f, 1f);
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UnityEngine.RenderSettings.ambientIntensity = 1f;
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UnityEngine.RenderSettings.fog = false;
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UnityEngine.RenderSettings.skybox = UnityEditor.AssetDatabase.GetBuiltinExtraResource<UnityEngine.Material>("Default-Skybox.mat");
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UnityEngine.RenderSettings.defaultReflectionMode = UnityEngine.Rendering.DefaultReflectionMode.Skybox;
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UnityEngine.RenderSettings.reflectionIntensity = 1f;
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for (int i = 0; i < lights.Length; i++)
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{
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if (lights[i].type != UnityEngine.LightType.Directional) continue;
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lights[i].color = UnityEngine.Color.white;
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lights[i].intensity = 1f;
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lights[i].shadows = UnityEngine.LightShadows.Soft; // 데모 = Soft (원본 Level01 = Hard)
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UnityEditor.EditorUtility.SetDirty(lights[i]);
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}
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sb.AppendLine("조명/앰비언트/스카이박스 = 데모·아레나 값으로 통일 (ambient Skybox 0.212/0.227/0.259 · Dir 흰색 I=1 Soft · Default-Skybox)");
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// ── 6. 🔴 GraphicsManager 비활성 — 런타임에 FarmingIsland URP 에셋을 수정한다 ──
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var gm = UnityEngine.Object.FindFirstObjectByType<CryingSnow.FarmingIsland.GraphicsManager>(UnityEngine.FindObjectsInactive.Include);
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if (gm != null) { gm.gameObject.SetActive(false); UnityEditor.EditorUtility.SetDirty(gm.gameObject); sb.AppendLine("GraphicsManager 비활성(런타임 URP 에셋 수정 방지)"); }
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// ── 7. 스위치 오브젝트 ───────────────────────────────────────────
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var go = UnityEngine.GameObject.Find("WL_FarmLook");
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if (go == null) go = new UnityEngine.GameObject("WL_FarmLook");
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var comp = go.GetComponent<WL.Look.Farm.WLFarmLook>();
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if (comp == null) comp = go.AddComponent<WL.Look.Farm.WLFarmLook>();
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comp.entries = entries.ToArray();
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comp.originalLights = lightStates.ToArray();
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comp.origAmbientMode = origAmbMode; comp.origAmbientSky = origAmbSky;
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comp.origAmbientEquator = origAmbEq; comp.origAmbientGround = origAmbGnd;
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comp.origAmbientIntensity = origAmbI; comp.origSkybox = origSky;
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comp.origReflectionMode = origRefl; comp.origSun = origSun;
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UnityEditor.EditorUtility.SetDirty(comp);
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// ── 8. 아레나와 같은 레퍼런스 룩 SO 재사용 ────────────────────────
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var rl = UnityEngine.GameObject.Find("WL_ReferenceLook");
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if (rl == null) rl = new UnityEngine.GameObject("WL_ReferenceLook");
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if (rl.GetComponent<WL.Look.Arena.WLReferenceLook>() == null) rl.AddComponent<WL.Look.Arena.WLReferenceLook>();
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UnityEditor.EditorUtility.SetDirty(rl);
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sb.AppendLine("WL_ReferenceLook 추가 — 아레나와 같은 Resources/WL/WLReferenceLookSettings.asset 를 그대로 재사용");
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UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(scene);
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UnityEditor.SceneManagement.EditorSceneManager.SaveScene(scene);
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UnityEditor.AssetDatabase.SaveAssets();
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UnityEditor.AssetDatabase.Refresh();
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sb.AppendLine("저장 완료");
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UnityEngine.Debug.Log("[WL816a Build]\n" + sb.ToString());
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}
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// ── 텍스처 유지안 ────────────────────────────────────────────────────
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static UnityEngine.Material TexVariant(UnityEngine.Material src, UnityEngine.Shader toon,
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System.Collections.Generic.Dictionary<UnityEngine.Material, UnityEngine.Material> cache)
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{
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UnityEngine.Material m;
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if (cache.TryGetValue(src, out m) && m != null) return m;
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string path = MatDir + "/Farm_" + src.name + "_ToonTex.mat";
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m = UnityEditor.AssetDatabase.LoadAssetAtPath<UnityEngine.Material>(path);
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if (m == null) { m = new UnityEngine.Material(toon); UnityEditor.AssetDatabase.CreateAsset(m, path); }
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m.shader = toon;
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var baseTex = src.HasProperty("_BaseMap") ? src.GetTexture("_BaseMap") : null;
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var baseCol = src.HasProperty("_BaseColor") ? src.GetColor("_BaseColor") : UnityEngine.Color.white;
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baseCol.a = 0f;
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m.SetTexture("_BaseMap", baseTex);
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m.SetTexture("_ShadowBaseMap", baseTex);
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m.SetColor("_DiffuseColor", baseCol);
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m.SetColor("_ShadowDiffuseColor", new UnityEngine.Color(baseCol.r * ShadowRatio.r, baseCol.g * ShadowRatio.g, baseCol.b * ShadowRatio.b, 0f));
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Common(m);
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UnityEditor.EditorUtility.SetDirty(m);
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cache[src] = m;
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return m;
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}
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// ── 단색안 (데모처럼 텍스처 0 · 메시별 팔레트 평균색) ────────────────
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static UnityEngine.Material FlatVariant(UnityEngine.Material src, UnityEngine.Shader toon,
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UnityEngine.Mesh mesh, int sub, UnityEngine.Texture2D palette, UnityEngine.Texture2D island,
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System.Collections.Generic.Dictionary<string, UnityEngine.Material> cache, ref int uvOk, ref int uvFail)
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{
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var baseTex = src.HasProperty("_BaseMap") ? src.GetTexture("_BaseMap") : null;
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var baseCol = src.HasProperty("_BaseColor") ? src.GetColor("_BaseColor") : UnityEngine.Color.white;
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UnityEngine.Color col = baseCol;
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string key = src.name;
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if (baseTex != null)
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{
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var lut = baseTex.name == "Palette" ? palette : (baseTex.name == "Island01" ? island : null);
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if (lut != null && mesh != null)
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{
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UnityEngine.Color c;
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if (SampleMesh(mesh, sub, lut, out c)) { col = c; uvOk++; key = src.name + "_" + mesh.name + "_" + sub; }
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else { col = MeanOf(lut); uvFail++; key = src.name + "_mean"; }
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}
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else if (lut != null) { col = MeanOf(lut); uvFail++; key = src.name + "_mean"; }
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}
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col.a = 0f;
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UnityEngine.Material m;
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if (cache.TryGetValue(key, out m) && m != null) return m;
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string path = MatDir + "/Flat/Farm_" + Safe(key) + "_ToonFlat.mat";
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EnsureDir(MatDir + "/Flat");
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m = UnityEditor.AssetDatabase.LoadAssetAtPath<UnityEngine.Material>(path);
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if (m == null) { m = new UnityEngine.Material(toon); UnityEditor.AssetDatabase.CreateAsset(m, path); }
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m.shader = toon;
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m.SetTexture("_BaseMap", null);
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m.SetTexture("_ShadowBaseMap", null);
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m.SetColor("_DiffuseColor", col);
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m.SetColor("_ShadowDiffuseColor", new UnityEngine.Color(col.r * ShadowRatio.r, col.g * ShadowRatio.g, col.b * ShadowRatio.b, 0f));
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Common(m);
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UnityEditor.EditorUtility.SetDirty(m);
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cache[key] = m;
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return m;
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}
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/// <summary>서브메시 삼각형의 UV 로 팔레트를 찍어 면적 가중 평균색을 낸다.</summary>
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static bool SampleMesh(UnityEngine.Mesh mesh, int sub, UnityEngine.Texture2D lut, out UnityEngine.Color col)
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{
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col = UnityEngine.Color.white;
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try
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{
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if (sub >= mesh.subMeshCount) return false;
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var uv = mesh.uv; var vt = mesh.vertices;
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if (uv == null || uv.Length == 0 || vt == null || vt.Length == 0) return false;
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var tri = mesh.GetTriangles(sub);
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if (tri == null || tri.Length < 3) return false;
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double r = 0, g = 0, b = 0, wsum = 0;
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for (int t = 0; t + 2 < tri.Length; t += 3)
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{
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int i0 = tri[t], i1 = tri[t + 1], i2 = tri[t + 2];
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if (i0 >= uv.Length || i1 >= uv.Length || i2 >= uv.Length) continue;
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float w = UnityEngine.Vector3.Cross(vt[i1] - vt[i0], vt[i2] - vt[i0]).magnitude * 0.5f;
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if (w <= 0f) w = 1e-6f;
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var c0 = Pick(lut, uv[i0]); var c1 = Pick(lut, uv[i1]); var c2 = Pick(lut, uv[i2]);
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r += w * (c0.r + c1.r + c2.r) / 3.0; g += w * (c0.g + c1.g + c2.g) / 3.0; b += w * (c0.b + c1.b + c2.b) / 3.0;
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wsum += w;
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}
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if (wsum <= 0) return false;
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col = new UnityEngine.Color((float)(r / wsum), (float)(g / wsum), (float)(b / wsum), 0f);
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return true;
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}
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catch { return false; }
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}
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static UnityEngine.Color Pick(UnityEngine.Texture2D t, UnityEngine.Vector2 uv)
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{
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int x = UnityEngine.Mathf.Clamp((int)(uv.x * t.width), 0, t.width - 1);
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int y = UnityEngine.Mathf.Clamp((int)(uv.y * t.height), 0, t.height - 1);
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return t.GetPixel(x, y);
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}
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static UnityEngine.Color MeanOf(UnityEngine.Texture2D t)
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{
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var px = t.GetPixels();
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double r = 0, g = 0, b = 0;
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for (int i = 0; i < px.Length; i++) { r += px[i].r; g += px[i].g; b += px[i].b; }
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return new UnityEngine.Color((float)(r / px.Length), (float)(g / px.Length), (float)(b / px.Length), 0f);
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}
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/// <summary>데모 실측 공통값(3DPixelArtEnvironment/Materials/Stone.mat 기준).</summary>
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static void Common(UnityEngine.Material m)
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{
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m.SetFloat("_Shades", 7f);
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m.SetFloat("_Brightness", 0.25f);
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m.SetFloat("_MinimumDarkness", 0.2f);
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m.SetFloat("_AmbientStrength", 0.1f);
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m.SetFloat("_OUTLINESENABLED", 1f);
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m.SetColor("_Outline", new UnityEngine.Color(0f, 0f, 0f, 0f));
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m.SetFloat("_CLOUDSENABLED", 1f);
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m.SetFloat("_Cloud_Change", 0.005f); m.SetFloat("_Cloud_Cover", 0.5f);
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m.SetFloat("_Cloud_Density", 0.01f); m.SetFloat("_Cloud_Strength", 1f);
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m.SetVector("_Cloud_Movement", new UnityEngine.Vector4(1, 1, 0, 0));
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m.SetVector("_Cloud_Step", new UnityEngine.Vector4(13, 17, 0, 0));
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m.SetFloat("_Cull", 2f);
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m.SetFloat("_Surface", 0f);
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m.SetFloat("_MAIN_LIGHT", 0f);
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m.SetFloat("_SHADOWS_SOFT", 1f);
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m.SetFloat("_CastShadows", 1f);
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m.SetFloat("_ReceiveShadows", 1f);
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m.SetFloat("_NormalEdgeStrength", 0.3f);
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||||
m.SetFloat("_DepthEdgeStrength", 0.5f);
|
||||
m.SetFloat("_DepthThreshold", 0.01f);
|
||||
m.SetFloat("_NormalThreshold", 1f);
|
||||
m.SetVector("_NormalBias", new UnityEngine.Vector4(1, 1, 1, 0));
|
||||
m.EnableKeyword("_OUTLINESENABLED");
|
||||
m.EnableKeyword("_CLOUDSENABLED");
|
||||
m.EnableKeyword("_SHADOWS_SOFT");
|
||||
}
|
||||
|
||||
static UnityEngine.Texture2D LoadPng(string assetPath)
|
||||
{
|
||||
try
|
||||
{
|
||||
string full = System.IO.Path.Combine(System.Environment.CurrentDirectory, assetPath);
|
||||
if (!System.IO.File.Exists(full)) return null;
|
||||
var bytes = System.IO.File.ReadAllBytes(full);
|
||||
var t = new UnityEngine.Texture2D(2, 2, UnityEngine.TextureFormat.RGBA32, false, false);
|
||||
if (!UnityEngine.ImageConversion.LoadImage(t, bytes)) return null;
|
||||
t.filterMode = UnityEngine.FilterMode.Point;
|
||||
return t;
|
||||
}
|
||||
catch { return null; }
|
||||
}
|
||||
|
||||
static string Safe(string s)
|
||||
{
|
||||
var sb = new System.Text.StringBuilder();
|
||||
for (int i = 0; i < s.Length; i++) sb.Append(char.IsLetterOrDigit(s[i]) || s[i] == '_' ? s[i] : '_');
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
static void EnsureDir(string p)
|
||||
{
|
||||
if (UnityEditor.AssetDatabase.IsValidFolder(p)) return;
|
||||
string parent = System.IO.Path.GetDirectoryName(p).Replace('\\', '/');
|
||||
string leaf = System.IO.Path.GetFileName(p);
|
||||
if (!UnityEditor.AssetDatabase.IsValidFolder(parent)) EnsureDir(parent);
|
||||
UnityEditor.AssetDatabase.CreateFolder(parent, leaf);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,179 @@
|
|||
// WL-816a 캡처 — ⓐ원본 ⓑ통일 ⓒ좌우 ⓓ데모와 나란히 ⓔ텍스처 vs 단색 + 수치
|
||||
// 전부 에디트 모드 오프스크린 렌더(UI 캔버스가 안 끼어든다) · 씬은 저장하지 않는다.
|
||||
public static class WL816a_Cap
|
||||
{
|
||||
const string Dir = "Screenshots_WL/WL816a/";
|
||||
const string Farm = "Assets/WL/Look/Farm/Scenes/WL_FarmLook.unity";
|
||||
const string Orig = "Assets/FarmingIsland/Scenes/Level01.unity";
|
||||
const string Demo = "Assets/3DPixelArtEnvironment/Demo/Demo.unity";
|
||||
const int W = 1080, H = 1920;
|
||||
|
||||
public static void Run()
|
||||
{
|
||||
var sb = new System.Text.StringBuilder();
|
||||
|
||||
// ── ⓐ 원본 Level01 (저장 안 함) ──────────────────────────────────
|
||||
UnityEditor.SceneManagement.EditorSceneManager.OpenScene(Orig, UnityEditor.SceneManagement.OpenSceneMode.Single);
|
||||
Shot(FindCam("MainCamera"), Dir + "a_orig_level01.png");
|
||||
Shot(DemoAngleCam(), Dir + "a_orig_demoangle.png");
|
||||
Stats("원본 Level01", sb);
|
||||
|
||||
// ── ⓑ 통일본(텍스처 유지) ────────────────────────────────────────
|
||||
UnityEditor.SceneManagement.EditorSceneManager.OpenScene(Farm, UnityEditor.SceneManagement.OpenSceneMode.Single);
|
||||
Shot(FindCam("MainCamera"), Dir + "b_unified_tex.png");
|
||||
Shot(DemoAngleCam(), Dir + "b_unified_tex_demoangle.png");
|
||||
Stats("통일본(텍스처 유지)", sb);
|
||||
|
||||
// ── ⓔ 단색안 ─────────────────────────────────────────────────────
|
||||
var comp = UnityEngine.Object.FindFirstObjectByType<WL.Look.Farm.WLFarmLook>(UnityEngine.FindObjectsInactive.Include);
|
||||
if (comp != null) comp.Apply(2, 1);
|
||||
Shot(FindCam("MainCamera"), Dir + "e_unified_flat.png");
|
||||
Shot(DemoAngleCam(), Dir + "e_unified_flat_demoangle.png");
|
||||
Stats("통일본(단색)", sb);
|
||||
|
||||
// ── 되돌리기 검증: enabled_=0 (원본 머티리얼 + 원본 조명) ─────────
|
||||
UnityEditor.SceneManagement.EditorSceneManager.OpenScene(Farm, UnityEditor.SceneManagement.OpenSceneMode.Single);
|
||||
comp = UnityEngine.Object.FindFirstObjectByType<WL.Look.Farm.WLFarmLook>(UnityEngine.FindObjectsInactive.Include);
|
||||
if (comp != null) comp.Apply(0, 0);
|
||||
Shot(FindCam("MainCamera"), Dir + "z_rollback_off.png");
|
||||
Stats("되돌리기(enabled_=0)", sb);
|
||||
|
||||
// 씬을 디스크에서 다시 읽어 변경을 버린다(저장 금지)
|
||||
UnityEditor.SceneManagement.EditorSceneManager.OpenScene(Farm, UnityEditor.SceneManagement.OpenSceneMode.Single);
|
||||
|
||||
// ── 데모 ─────────────────────────────────────────────────────────
|
||||
UnityEditor.SceneManagement.EditorSceneManager.OpenScene(Demo, UnityEditor.SceneManagement.OpenSceneMode.Single);
|
||||
Shot(FindCam("Main Camera"), Dir + "x_demo.png");
|
||||
Stats("데모 Demo.unity", sb);
|
||||
|
||||
// ── 합성 ─────────────────────────────────────────────────────────
|
||||
Side(Dir + "c_side_by_side.png", Dir + "a_orig_level01.png", Dir + "b_unified_tex.png");
|
||||
Side(Dir + "d_demo_vs_unified.png", Dir + "x_demo.png", Dir + "b_unified_tex_demoangle.png");
|
||||
Side(Dir + "e_tex_vs_flat.png", Dir + "b_unified_tex.png", Dir + "e_unified_flat.png");
|
||||
Side(Dir + "z_rollback_vs_orig.png", Dir + "a_orig_level01.png", Dir + "z_rollback_off.png");
|
||||
|
||||
// ── 화면 고유색 수 ───────────────────────────────────────────────
|
||||
sb.AppendLine("── 화면 고유색 수(1080x1920 · RGB24) ──");
|
||||
string[] files = { "a_orig_level01.png", "b_unified_tex.png", "e_unified_flat.png", "x_demo.png",
|
||||
"a_orig_demoangle.png", "b_unified_tex_demoangle.png", "z_rollback_off.png" };
|
||||
for (int i = 0; i < files.Length; i++)
|
||||
sb.AppendLine(string.Format(" {0,-32} {1,8:N0}", files[i], UniqueColors(Dir + files[i])));
|
||||
UnityEngine.Debug.Log("[WL816a Cap]\n" + sb.ToString());
|
||||
}
|
||||
|
||||
// ── 데모와 같은 카메라 설정(직교 10 · euler 30,60,0)로 섬 중앙을 본다 ──
|
||||
static UnityEngine.Camera DemoAngleCam()
|
||||
{
|
||||
var go = UnityEngine.GameObject.Find("__WL816aDemoAngle");
|
||||
if (go == null) { go = new UnityEngine.GameObject("__WL816aDemoAngle"); go.hideFlags = UnityEngine.HideFlags.DontSave; }
|
||||
var c = go.GetComponent<UnityEngine.Camera>();
|
||||
if (c == null) c = go.AddComponent<UnityEngine.Camera>();
|
||||
c.orthographic = true; c.orthographicSize = 10f;
|
||||
c.nearClipPlane = 0.3f; c.farClipPlane = 500f;
|
||||
c.clearFlags = UnityEngine.CameraClearFlags.Skybox;
|
||||
c.backgroundColor = new UnityEngine.Color(0.192f, 0.302f, 0.475f, 0f);
|
||||
var rot = UnityEngine.Quaternion.Euler(30f, 60f, 0f);
|
||||
go.transform.rotation = rot;
|
||||
go.transform.position = new UnityEngine.Vector3(0f, 0.6f, 0f) - rot * UnityEngine.Vector3.forward * 60f;
|
||||
if (go.GetComponent<UnityEngine.Rendering.Universal.UniversalAdditionalCameraData>() == null)
|
||||
go.AddComponent<UnityEngine.Rendering.Universal.UniversalAdditionalCameraData>();
|
||||
return c;
|
||||
}
|
||||
|
||||
static UnityEngine.Camera FindCam(string name)
|
||||
{
|
||||
var cams = UnityEngine.Object.FindObjectsByType<UnityEngine.Camera>(
|
||||
UnityEngine.FindObjectsInactive.Exclude, UnityEngine.FindObjectsSortMode.None);
|
||||
for (int i = 0; i < cams.Length; i++) if (cams[i].name == name) return cams[i];
|
||||
return cams.Length > 0 ? cams[0] : null;
|
||||
}
|
||||
|
||||
static void Shot(UnityEngine.Camera cam, string path)
|
||||
{
|
||||
if (cam == null) { UnityEngine.Debug.Log("[WL816a] 카메라 없음 " + path); return; }
|
||||
var rt = new UnityEngine.RenderTexture(W, H, 24, UnityEngine.RenderTextureFormat.ARGB32, UnityEngine.RenderTextureReadWrite.sRGB);
|
||||
rt.antiAliasing = 1;
|
||||
var pT = cam.targetTexture; var pA = UnityEngine.RenderTexture.active;
|
||||
cam.targetTexture = rt; cam.Render();
|
||||
UnityEngine.RenderTexture.active = rt;
|
||||
var tex = new UnityEngine.Texture2D(W, H, UnityEngine.TextureFormat.RGB24, false);
|
||||
tex.ReadPixels(new UnityEngine.Rect(0, 0, W, H), 0, 0); tex.Apply();
|
||||
UnityEngine.RenderTexture.active = pA; cam.targetTexture = pT;
|
||||
var dir = System.IO.Path.GetDirectoryName(path);
|
||||
if (!System.IO.Directory.Exists(dir)) System.IO.Directory.CreateDirectory(dir);
|
||||
System.IO.File.WriteAllBytes(path, UnityEngine.ImageConversion.EncodeToPNG(tex));
|
||||
UnityEngine.Object.DestroyImmediate(tex); UnityEngine.Object.DestroyImmediate(rt);
|
||||
}
|
||||
|
||||
static UnityEngine.Texture2D Load(string path)
|
||||
{
|
||||
if (!System.IO.File.Exists(path)) return null;
|
||||
var t = new UnityEngine.Texture2D(2, 2, UnityEngine.TextureFormat.RGB24, false, false);
|
||||
return UnityEngine.ImageConversion.LoadImage(t, System.IO.File.ReadAllBytes(path)) ? t : null;
|
||||
}
|
||||
|
||||
static void Side(string outPath, string leftPath, string rightPath)
|
||||
{
|
||||
var a = Load(leftPath); var b = Load(rightPath);
|
||||
if (a == null || b == null) { UnityEngine.Debug.Log("[WL816a] 합성 실패 " + outPath); return; }
|
||||
int w = a.width + b.width, h = UnityEngine.Mathf.Max(a.height, b.height);
|
||||
var o = new UnityEngine.Texture2D(w, h, UnityEngine.TextureFormat.RGB24, false);
|
||||
var px = new UnityEngine.Color32[w * h];
|
||||
for (int i = 0; i < px.Length; i++) px[i] = new UnityEngine.Color32(20, 20, 20, 255);
|
||||
o.SetPixels32(px);
|
||||
o.SetPixels(0, 0, a.width, a.height, a.GetPixels());
|
||||
o.SetPixels(a.width, 0, b.width, b.height, b.GetPixels());
|
||||
o.Apply();
|
||||
System.IO.File.WriteAllBytes(outPath, UnityEngine.ImageConversion.EncodeToPNG(o));
|
||||
UnityEngine.Object.DestroyImmediate(a); UnityEngine.Object.DestroyImmediate(b); UnityEngine.Object.DestroyImmediate(o);
|
||||
}
|
||||
|
||||
static int UniqueColors(string path)
|
||||
{
|
||||
var t = Load(path);
|
||||
if (t == null) return -1;
|
||||
var px = t.GetPixels32();
|
||||
var set = new System.Collections.Generic.HashSet<int>();
|
||||
for (int i = 0; i < px.Length; i++) set.Add((px[i].r << 16) | (px[i].g << 8) | px[i].b);
|
||||
UnityEngine.Object.DestroyImmediate(t);
|
||||
return set.Count;
|
||||
}
|
||||
|
||||
static void Stats(string label, System.Text.StringBuilder sb)
|
||||
{
|
||||
var rends = UnityEngine.Object.FindObjectsByType<UnityEngine.Renderer>(
|
||||
UnityEngine.FindObjectsInactive.Exclude, UnityEngine.FindObjectsSortMode.None);
|
||||
var mats = new System.Collections.Generic.HashSet<UnityEngine.Material>();
|
||||
var shaders = new System.Collections.Generic.Dictionary<string, int>();
|
||||
long tris = 0; int slots = 0; int texMats = 0;
|
||||
for (int i = 0; i < rends.Length; i++)
|
||||
{
|
||||
var r = rends[i];
|
||||
if (r is UnityEngine.ParticleSystemRenderer) continue;
|
||||
UnityEngine.Mesh mesh = null;
|
||||
var mf = r.GetComponent<UnityEngine.MeshFilter>(); if (mf != null) mesh = mf.sharedMesh;
|
||||
var sk = r as UnityEngine.SkinnedMeshRenderer; if (sk != null) mesh = sk.sharedMesh;
|
||||
if (mesh != null) for (int s = 0; s < mesh.subMeshCount; s++) tris += mesh.GetIndexCount(s) / 3;
|
||||
var ms = r.sharedMaterials;
|
||||
for (int m = 0; m < ms.Length; m++)
|
||||
{
|
||||
if (ms[m] == null) continue;
|
||||
slots++; mats.Add(ms[m]);
|
||||
string sn = ms[m].shader != null ? ms[m].shader.name : "?";
|
||||
int c; shaders.TryGetValue(sn, out c); shaders[sn] = c + 1;
|
||||
}
|
||||
}
|
||||
foreach (var m in mats)
|
||||
if ((m.HasProperty("_BaseMap") && m.GetTexture("_BaseMap") != null) ||
|
||||
(m.HasProperty("_MainTex") && m.GetTexture("_MainTex") != null)) texMats++;
|
||||
var shs = new System.Text.StringBuilder();
|
||||
foreach (var kv in shaders) shs.Append(kv.Key + " x" + kv.Value + " · ");
|
||||
sb.AppendLine(string.Format("[{0}] 렌더러 {1} · 슬롯 {2} · 고유 머티리얼 {3}(텍스처 사용 {4}) · 삼각형 {5:N0}",
|
||||
label, rends.Length, slots, mats.Count, texMats, tris));
|
||||
sb.AppendLine(" 셰이더: " + shs.ToString());
|
||||
sb.AppendLine(string.Format(" ambient={0} {1} · skybox={2} · 라이트 {3}",
|
||||
UnityEngine.RenderSettings.ambientMode, UnityEngine.RenderSettings.ambientSkyColor,
|
||||
UnityEngine.RenderSettings.skybox != null ? UnityEngine.RenderSettings.skybox.name : "없음",
|
||||
UnityEngine.Object.FindObjectsByType<UnityEngine.Light>(UnityEngine.FindObjectsInactive.Exclude, UnityEngine.FindObjectsSortMode.None).Length));
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,203 @@
|
|||
// WL-816a — 단색안(데모처럼 텍스처 0) 머티리얼을 「메시·서브메시별 팔레트 평균색」으로 다시 만든다.
|
||||
// WL_FarmLook 씬의 WLFarmLook.entries[].original 을 근거로 계산하고 entries[].toonFlat 에 다시 꽂는다.
|
||||
public static class WL816a_Flat
|
||||
{
|
||||
const string DstScene = "Assets/WL/Look/Farm/Scenes/WL_FarmLook.unity";
|
||||
const string FlatDir = "Assets/WL/Look/Farm/Materials/Flat";
|
||||
static readonly UnityEngine.Color ShadowRatio = new UnityEngine.Color(0.2164f, 0.2092f, 0.3713f, 0f);
|
||||
|
||||
public static void Run()
|
||||
{
|
||||
var sb = new System.Text.StringBuilder();
|
||||
var toon = UnityEngine.Shader.Find("Shader Graphs/Toon");
|
||||
var scene = UnityEditor.SceneManagement.EditorSceneManager.OpenScene(
|
||||
DstScene, UnityEditor.SceneManagement.OpenSceneMode.Single);
|
||||
var comp = UnityEngine.Object.FindFirstObjectByType<WL.Look.Farm.WLFarmLook>(UnityEngine.FindObjectsInactive.Include);
|
||||
if (comp == null) { UnityEngine.Debug.Log("[WL816a Flat] WLFarmLook 없음"); return; }
|
||||
|
||||
var palette = LoadPng("Assets/FarmingIsland/Textures/Palette.png");
|
||||
var island = LoadPng("Assets/FarmingIsland/Textures/Islands/Island01.png");
|
||||
sb.AppendLine("팔레트 " + (palette != null ? palette.width + "x" + palette.height : "null")
|
||||
+ " · 섬 " + (island != null ? island.width + "x" + island.height : "null"));
|
||||
|
||||
var cache = new System.Collections.Generic.Dictionary<string, UnityEngine.Material>();
|
||||
int ok = 0, fail = 0, notex = 0, dbg = 0;
|
||||
for (int i = 0; i < comp.entries.Length; i++)
|
||||
{
|
||||
var e = comp.entries[i];
|
||||
if (e == null || e.target == null || e.original == null) continue;
|
||||
UnityEngine.Mesh mesh = null;
|
||||
var mf = e.target.GetComponent<UnityEngine.MeshFilter>();
|
||||
if (mf != null) mesh = mf.sharedMesh;
|
||||
var sk = e.target as UnityEngine.SkinnedMeshRenderer;
|
||||
if (sk != null) mesh = sk.sharedMesh;
|
||||
|
||||
var flat = new UnityEngine.Material[e.original.Length];
|
||||
for (int s = 0; s < e.original.Length; s++)
|
||||
{
|
||||
var src = e.original[s];
|
||||
if (src == null || src.shader == null || src.shader.name != "Universal Render Pipeline/Simple Lit")
|
||||
{ flat[s] = src; continue; }
|
||||
|
||||
var baseTex = src.HasProperty("_BaseMap") ? src.GetTexture("_BaseMap") : null;
|
||||
var baseCol = src.HasProperty("_BaseColor") ? src.GetColor("_BaseColor") : UnityEngine.Color.white;
|
||||
UnityEngine.Color col = baseCol;
|
||||
string key = src.name;
|
||||
|
||||
if (dbg < 4)
|
||||
{
|
||||
sb.AppendLine(" dbg[" + dbg + "] rend=" + e.target.name + " src=" + src.name
|
||||
+ " tex=" + (baseTex == null ? "null" : "'" + baseTex.name + "'")
|
||||
+ " mesh=" + (mesh == null ? "null" : mesh.name));
|
||||
dbg++;
|
||||
}
|
||||
|
||||
UnityEngine.Texture2D lut = null;
|
||||
if (baseTex != null)
|
||||
{
|
||||
if (baseTex.name == "Palette") lut = palette;
|
||||
else if (baseTex.name == "Island01") lut = island;
|
||||
}
|
||||
if (lut == null) { notex++; }
|
||||
else if (mesh == null) { col = MeanOf(lut); key = src.name + "_mean"; fail++; }
|
||||
else
|
||||
{
|
||||
UnityEngine.Color c;
|
||||
if (SampleMesh(mesh, s, lut, out c)) { col = c; key = src.name + "_" + mesh.name + "_" + s; ok++; }
|
||||
else { col = MeanOf(lut); key = src.name + "_mean"; fail++; }
|
||||
}
|
||||
col.a = 0f;
|
||||
flat[s] = Get(key, col, toon, cache);
|
||||
}
|
||||
e.toonFlat = flat;
|
||||
}
|
||||
UnityEditor.EditorUtility.SetDirty(comp);
|
||||
UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(scene);
|
||||
UnityEditor.SceneManagement.EditorSceneManager.SaveScene(scene);
|
||||
UnityEditor.AssetDatabase.SaveAssets();
|
||||
sb.AppendLine("단색 머티리얼 " + cache.Count + "종 · UV 샘플 성공 " + ok + " · 실패 " + fail + " · 텍스처없음(원래단색) " + notex);
|
||||
UnityEngine.Debug.Log("[WL816a Flat]\n" + sb.ToString());
|
||||
}
|
||||
|
||||
static UnityEngine.Material Get(string key, UnityEngine.Color col, UnityEngine.Shader toon,
|
||||
System.Collections.Generic.Dictionary<string, UnityEngine.Material> cache)
|
||||
{
|
||||
UnityEngine.Material m;
|
||||
if (cache.TryGetValue(key, out m) && m != null) return m;
|
||||
EnsureDir(FlatDir);
|
||||
string path = FlatDir + "/Farm_" + Safe(key) + "_ToonFlat.mat";
|
||||
m = UnityEditor.AssetDatabase.LoadAssetAtPath<UnityEngine.Material>(path);
|
||||
if (m == null) { m = new UnityEngine.Material(toon); UnityEditor.AssetDatabase.CreateAsset(m, path); }
|
||||
m.shader = toon;
|
||||
m.SetTexture("_BaseMap", null);
|
||||
m.SetTexture("_ShadowBaseMap", null);
|
||||
m.SetColor("_DiffuseColor", col);
|
||||
m.SetColor("_ShadowDiffuseColor", new UnityEngine.Color(col.r * ShadowRatio.r, col.g * ShadowRatio.g, col.b * ShadowRatio.b, 0f));
|
||||
Common(m);
|
||||
UnityEditor.EditorUtility.SetDirty(m);
|
||||
cache[key] = m;
|
||||
return m;
|
||||
}
|
||||
|
||||
/// <summary>데모 실측 공통값(3DPixelArtEnvironment/Materials/Stone.mat 기준).</summary>
|
||||
static void Common(UnityEngine.Material m)
|
||||
{
|
||||
m.SetFloat("_Shades", 7f);
|
||||
m.SetFloat("_Brightness", 0.25f);
|
||||
m.SetFloat("_MinimumDarkness", 0.2f);
|
||||
m.SetFloat("_AmbientStrength", 0.1f);
|
||||
m.SetFloat("_OUTLINESENABLED", 1f);
|
||||
m.SetColor("_Outline", new UnityEngine.Color(0f, 0f, 0f, 0f));
|
||||
m.SetFloat("_CLOUDSENABLED", 1f);
|
||||
m.SetFloat("_Cloud_Change", 0.005f); m.SetFloat("_Cloud_Cover", 0.5f);
|
||||
m.SetFloat("_Cloud_Density", 0.01f); m.SetFloat("_Cloud_Strength", 1f);
|
||||
m.SetVector("_Cloud_Movement", new UnityEngine.Vector4(1, 1, 0, 0));
|
||||
m.SetVector("_Cloud_Step", new UnityEngine.Vector4(13, 17, 0, 0));
|
||||
m.SetFloat("_Cull", 2f);
|
||||
m.SetFloat("_Surface", 0f);
|
||||
m.SetFloat("_MAIN_LIGHT", 0f);
|
||||
m.SetFloat("_SHADOWS_SOFT", 1f);
|
||||
m.SetFloat("_CastShadows", 1f);
|
||||
m.SetFloat("_ReceiveShadows", 1f);
|
||||
m.SetFloat("_NormalEdgeStrength", 0.3f);
|
||||
m.SetFloat("_DepthEdgeStrength", 0.5f);
|
||||
m.SetFloat("_DepthThreshold", 0.01f);
|
||||
m.SetFloat("_NormalThreshold", 1f);
|
||||
m.SetVector("_NormalBias", new UnityEngine.Vector4(1, 1, 1, 0));
|
||||
m.EnableKeyword("_OUTLINESENABLED");
|
||||
m.EnableKeyword("_CLOUDSENABLED");
|
||||
m.EnableKeyword("_SHADOWS_SOFT");
|
||||
}
|
||||
|
||||
static bool SampleMesh(UnityEngine.Mesh mesh, int sub, UnityEngine.Texture2D lut, out UnityEngine.Color col)
|
||||
{
|
||||
col = UnityEngine.Color.white;
|
||||
try
|
||||
{
|
||||
int si = sub < mesh.subMeshCount ? sub : 0;
|
||||
var uv = mesh.uv; var vt = mesh.vertices;
|
||||
if (uv == null || uv.Length == 0 || vt == null || vt.Length == 0) return false;
|
||||
var tri = mesh.GetTriangles(si);
|
||||
if (tri == null || tri.Length < 3) return false;
|
||||
double r = 0, g = 0, b = 0, wsum = 0;
|
||||
for (int t = 0; t + 2 < tri.Length; t += 3)
|
||||
{
|
||||
int i0 = tri[t], i1 = tri[t + 1], i2 = tri[t + 2];
|
||||
if (i0 >= uv.Length || i1 >= uv.Length || i2 >= uv.Length) continue;
|
||||
float w = UnityEngine.Vector3.Cross(vt[i1] - vt[i0], vt[i2] - vt[i0]).magnitude * 0.5f;
|
||||
if (w <= 0f) w = 1e-6f;
|
||||
var c0 = Pick(lut, uv[i0]); var c1 = Pick(lut, uv[i1]); var c2 = Pick(lut, uv[i2]);
|
||||
r += w * (c0.r + c1.r + c2.r) / 3.0; g += w * (c0.g + c1.g + c2.g) / 3.0; b += w * (c0.b + c1.b + c2.b) / 3.0;
|
||||
wsum += w;
|
||||
}
|
||||
if (wsum <= 0) return false;
|
||||
col = new UnityEngine.Color((float)(r / wsum), (float)(g / wsum), (float)(b / wsum), 0f);
|
||||
return true;
|
||||
}
|
||||
catch { return false; }
|
||||
}
|
||||
|
||||
static UnityEngine.Color Pick(UnityEngine.Texture2D t, UnityEngine.Vector2 uv)
|
||||
{
|
||||
int x = UnityEngine.Mathf.Clamp((int)(uv.x * t.width), 0, t.width - 1);
|
||||
int y = UnityEngine.Mathf.Clamp((int)(uv.y * t.height), 0, t.height - 1);
|
||||
return t.GetPixel(x, y);
|
||||
}
|
||||
|
||||
static UnityEngine.Color MeanOf(UnityEngine.Texture2D t)
|
||||
{
|
||||
var px = t.GetPixels(); double r = 0, g = 0, b = 0;
|
||||
for (int i = 0; i < px.Length; i++) { r += px[i].r; g += px[i].g; b += px[i].b; }
|
||||
return new UnityEngine.Color((float)(r / px.Length), (float)(g / px.Length), (float)(b / px.Length), 0f);
|
||||
}
|
||||
|
||||
static UnityEngine.Texture2D LoadPng(string assetPath)
|
||||
{
|
||||
try
|
||||
{
|
||||
string full = System.IO.Path.Combine(System.Environment.CurrentDirectory, assetPath);
|
||||
if (!System.IO.File.Exists(full)) return null;
|
||||
var t = new UnityEngine.Texture2D(2, 2, UnityEngine.TextureFormat.RGBA32, false, false);
|
||||
if (!UnityEngine.ImageConversion.LoadImage(t, System.IO.File.ReadAllBytes(full))) return null;
|
||||
t.filterMode = UnityEngine.FilterMode.Point;
|
||||
return t;
|
||||
}
|
||||
catch { return null; }
|
||||
}
|
||||
|
||||
static string Safe(string s)
|
||||
{
|
||||
var sb = new System.Text.StringBuilder();
|
||||
for (int i = 0; i < s.Length; i++) sb.Append(char.IsLetterOrDigit(s[i]) || s[i] == '_' ? s[i] : '_');
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
static void EnsureDir(string p)
|
||||
{
|
||||
if (UnityEditor.AssetDatabase.IsValidFolder(p)) return;
|
||||
string parent = System.IO.Path.GetDirectoryName(p).Replace('\\', '/');
|
||||
string leaf = System.IO.Path.GetFileName(p);
|
||||
if (!UnityEditor.AssetDatabase.IsValidFolder(parent)) EnsureDir(parent);
|
||||
UnityEditor.AssetDatabase.CreateFolder(parent, leaf);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,156 @@
|
|||
// WL-816a 실측 프로브 — 씬의 렌더링 구성 전수 + 에디트 모드 오프스크린 캡처
|
||||
// 원본은 한 글자도 고치지 않는다(열기만 하고 저장 안 함).
|
||||
public static class WL816a_Probe
|
||||
{
|
||||
// ── 씬 1개 전수 조사 ────────────────────────────────────────────────
|
||||
public static void Run()
|
||||
{
|
||||
string[] scenes =
|
||||
{
|
||||
"Assets/FarmingIsland/Scenes/Level01.unity",
|
||||
"Assets/3DPixelArtEnvironment/Demo/Demo.unity",
|
||||
};
|
||||
var sb = new System.Text.StringBuilder();
|
||||
for (int i = 0; i < scenes.Length; i++) Scan(scenes[i], sb);
|
||||
UnityEngine.Debug.Log(sb.ToString());
|
||||
}
|
||||
|
||||
public static void Scan(string path, System.Text.StringBuilder sb)
|
||||
{
|
||||
var sc = UnityEditor.SceneManagement.EditorSceneManager.OpenScene(
|
||||
path, UnityEditor.SceneManagement.OpenSceneMode.Single);
|
||||
Report(path, sb);
|
||||
}
|
||||
|
||||
public static void Report(string label, System.Text.StringBuilder sb)
|
||||
{
|
||||
var rends = UnityEngine.Object.FindObjectsByType<UnityEngine.Renderer>(
|
||||
UnityEngine.FindObjectsInactive.Exclude, UnityEngine.FindObjectsSortMode.None);
|
||||
var mats = new System.Collections.Generic.Dictionary<UnityEngine.Material, int>();
|
||||
var shaders = new System.Collections.Generic.Dictionary<string, int>();
|
||||
var texMats = new System.Collections.Generic.List<string>();
|
||||
long tris = 0; int slots = 0; int nMeshRend = 0, nSkinned = 0, nPart = 0;
|
||||
|
||||
for (int i = 0; i < rends.Length; i++)
|
||||
{
|
||||
var r = rends[i];
|
||||
if (r is UnityEngine.ParticleSystemRenderer) { nPart++; continue; }
|
||||
var mr = r as UnityEngine.MeshRenderer;
|
||||
var sk = r as UnityEngine.SkinnedMeshRenderer;
|
||||
UnityEngine.Mesh mesh = null;
|
||||
if (mr != null) { nMeshRend++; var mf = r.GetComponent<UnityEngine.MeshFilter>(); if (mf != null) mesh = mf.sharedMesh; }
|
||||
else if (sk != null) { nSkinned++; mesh = sk.sharedMesh; }
|
||||
if (mesh != null) { for (int s = 0; s < mesh.subMeshCount; s++) tris += mesh.GetIndexCount(s) / 3; }
|
||||
var ms = r.sharedMaterials;
|
||||
for (int m = 0; m < ms.Length; m++)
|
||||
{
|
||||
if (ms[m] == null) continue;
|
||||
slots++;
|
||||
int c; mats.TryGetValue(ms[m], out c); mats[ms[m]] = c + 1;
|
||||
string sn = ms[m].shader != null ? ms[m].shader.name : "<null>";
|
||||
int c2; shaders.TryGetValue(sn, out c2); shaders[sn] = c2 + 1;
|
||||
}
|
||||
}
|
||||
foreach (var kv in mats)
|
||||
{
|
||||
var m = kv.Key;
|
||||
string tex = "";
|
||||
if (m.HasProperty("_BaseMap") && m.GetTexture("_BaseMap") != null) tex += "BaseMap=" + m.GetTexture("_BaseMap").name + " ";
|
||||
if (m.HasProperty("_MainTex") && m.GetTexture("_MainTex") != null) tex += "MainTex=" + m.GetTexture("_MainTex").name + " ";
|
||||
texMats.Add(string.Format(" {0,-22} x{1,-3} sh={2,-42} {3}", m.name, kv.Value,
|
||||
m.shader != null ? m.shader.name : "?", tex.Length > 0 ? tex : "<단색>"));
|
||||
}
|
||||
|
||||
var lights = UnityEngine.Object.FindObjectsByType<UnityEngine.Light>(
|
||||
UnityEngine.FindObjectsInactive.Exclude, UnityEngine.FindObjectsSortMode.None);
|
||||
var cams = UnityEngine.Object.FindObjectsByType<UnityEngine.Camera>(
|
||||
UnityEngine.FindObjectsInactive.Exclude, UnityEngine.FindObjectsSortMode.None);
|
||||
var vols = UnityEngine.Object.FindObjectsByType<UnityEngine.Rendering.Volume>(
|
||||
UnityEngine.FindObjectsInactive.Exclude, UnityEngine.FindObjectsSortMode.None);
|
||||
|
||||
sb.AppendLine("===== " + label + " =====");
|
||||
sb.AppendLine(string.Format(" 렌더러 {0} (Mesh {1} / Skinned {2} / Particle {3}) · 머티리얼 슬롯 {4} · 고유 머티리얼 {5} · 삼각형 {6:N0}",
|
||||
rends.Length, nMeshRend, nSkinned, nPart, slots, mats.Count, tris));
|
||||
sb.AppendLine(" 셰이더별 슬롯:");
|
||||
foreach (var kv in shaders) sb.AppendLine(string.Format(" {0,-46} x{1}", kv.Key, kv.Value));
|
||||
sb.AppendLine(" 머티리얼 전수:");
|
||||
texMats.Sort();
|
||||
for (int i = 0; i < texMats.Count; i++) sb.AppendLine(texMats[i]);
|
||||
sb.AppendLine(string.Format(" 라이트 {0}:", lights.Length));
|
||||
for (int i = 0; i < lights.Length; i++)
|
||||
sb.AppendLine(string.Format(" {0,-18} type={1} color={2} I={3} shadows={4} rot={5} urpData={6}",
|
||||
lights[i].name, lights[i].type, lights[i].color.ToString("F4"),
|
||||
lights[i].intensity, lights[i].shadows, lights[i].transform.rotation.eulerAngles.ToString("F3"),
|
||||
lights[i].GetComponent<UnityEngine.Rendering.Universal.UniversalAdditionalLightData>() != null));
|
||||
sb.AppendLine(string.Format(" 카메라 {0}:", cams.Length));
|
||||
for (int i = 0; i < cams.Length; i++)
|
||||
{
|
||||
var c = cams[i];
|
||||
var acd = c.GetComponent<UnityEngine.Rendering.Universal.UniversalAdditionalCameraData>();
|
||||
sb.AppendLine(string.Format(" {0,-18} ortho={1} size={2} fov={3} near={4} far={5} clear={6} bg={7} pos={8} euler={9} urpData={10} post={11}",
|
||||
c.name, c.orthographic, c.orthographicSize, c.fieldOfView, c.nearClipPlane, c.farClipPlane, c.clearFlags,
|
||||
c.backgroundColor, c.transform.position.ToString("F3"), c.transform.rotation.eulerAngles.ToString("F3"),
|
||||
acd != null, acd != null ? acd.renderPostProcessing.ToString() : "-"));
|
||||
}
|
||||
sb.AppendLine(string.Format(" Volume {0} · Terrain {1}", vols.Length,
|
||||
UnityEngine.Terrain.activeTerrain != null ? UnityEngine.Terrain.activeTerrain.name : "<없음>"));
|
||||
sb.AppendLine(string.Format(" RenderSettings: fog={0} ambMode={1} ambSky={2} ambEq={3} ambGnd={4} ambI={5} skybox={6} reflMode={7} reflI={8} sun={9}",
|
||||
UnityEngine.RenderSettings.fog, UnityEngine.RenderSettings.ambientMode,
|
||||
UnityEngine.RenderSettings.ambientSkyColor, UnityEngine.RenderSettings.ambientEquatorColor,
|
||||
UnityEngine.RenderSettings.ambientGroundColor, UnityEngine.RenderSettings.ambientIntensity,
|
||||
UnityEngine.RenderSettings.skybox != null ? UnityEngine.RenderSettings.skybox.name : "<없음>",
|
||||
UnityEngine.RenderSettings.defaultReflectionMode, UnityEngine.RenderSettings.reflectionIntensity,
|
||||
UnityEngine.RenderSettings.sun != null ? UnityEngine.RenderSettings.sun.name : "<없음>"));
|
||||
}
|
||||
|
||||
public const string Dir = "Screenshots_WL/WL816a/";
|
||||
|
||||
public static void ShotLevel01()
|
||||
{
|
||||
UnityEditor.SceneManagement.EditorSceneManager.OpenScene(
|
||||
"Assets/FarmingIsland/Scenes/Level01.unity", UnityEditor.SceneManagement.OpenSceneMode.Single);
|
||||
Shot(Dir + "a_orig_level01.png", "MainCamera", 1080, 1920);
|
||||
}
|
||||
|
||||
public static void ShotDemo()
|
||||
{
|
||||
UnityEditor.SceneManagement.EditorSceneManager.OpenScene(
|
||||
"Assets/3DPixelArtEnvironment/Demo/Demo.unity", UnityEditor.SceneManagement.OpenSceneMode.Single);
|
||||
Shot(Dir + "x_demo.png", "Main Camera", 1080, 1920);
|
||||
}
|
||||
|
||||
// ── 에디트 모드 오프스크린 캡처 (UI 캔버스가 안 끼어든다) ───────────
|
||||
/// <summary>현재 열린 씬의 카메라로 오프스크린 렌더 → PNG. 인자: 저장경로, 카메라이름(비우면 첫 카메라), w, h</summary>
|
||||
public static void Shot(string savePath, string camName, int w, int h)
|
||||
{
|
||||
var cams = UnityEngine.Object.FindObjectsByType<UnityEngine.Camera>(
|
||||
UnityEngine.FindObjectsInactive.Exclude, UnityEngine.FindObjectsSortMode.None);
|
||||
UnityEngine.Camera cam = null;
|
||||
for (int i = 0; i < cams.Length; i++) if (string.IsNullOrEmpty(camName) || cams[i].name == camName) { cam = cams[i]; break; }
|
||||
if (cam == null) { UnityEngine.Debug.Log("[WL816a] 카메라 없음"); return; }
|
||||
ShotFrom(cam, savePath, w, h);
|
||||
}
|
||||
|
||||
public static void ShotFrom(UnityEngine.Camera cam, string savePath, int w, int h)
|
||||
{
|
||||
var rt = new UnityEngine.RenderTexture(w, h, 24, UnityEngine.RenderTextureFormat.ARGB32,
|
||||
UnityEngine.RenderTextureReadWrite.sRGB);
|
||||
rt.antiAliasing = 1;
|
||||
var prevT = cam.targetTexture; var prevA = UnityEngine.RenderTexture.active;
|
||||
cam.targetTexture = rt;
|
||||
cam.Render();
|
||||
UnityEngine.RenderTexture.active = rt;
|
||||
var tex = new UnityEngine.Texture2D(w, h, UnityEngine.TextureFormat.RGB24, false);
|
||||
tex.ReadPixels(new UnityEngine.Rect(0, 0, w, h), 0, 0);
|
||||
tex.Apply();
|
||||
UnityEngine.RenderTexture.active = prevA;
|
||||
cam.targetTexture = prevT;
|
||||
var bytes = UnityEngine.ImageConversion.EncodeToPNG(tex);
|
||||
var dir = System.IO.Path.GetDirectoryName(savePath);
|
||||
if (!System.IO.Directory.Exists(dir)) System.IO.Directory.CreateDirectory(dir);
|
||||
System.IO.File.WriteAllBytes(savePath, bytes);
|
||||
UnityEngine.Object.DestroyImmediate(tex);
|
||||
UnityEngine.Object.DestroyImmediate(rt);
|
||||
UnityEngine.Debug.Log("[WL816a] 캡처 " + savePath + " (" + w + "x" + h + ")");
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 3181f0c5d65810b41ac49297ec3308f7
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,103 @@
|
|||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &-2515284490248692009
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 11
|
||||
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: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier: Unity.RenderPipelines.Universal.Editor::UnityEditor.Rendering.Universal.AssetVersion
|
||||
version: 10
|
||||
--- !u!21 &2100000
|
||||
Material:
|
||||
serializedVersion: 8
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: Farm_Island01_ToonTex
|
||||
m_Shader: {fileID: -6465566751694194690, guid: 378227f8a69213e419dfb0d889d8dd2f,
|
||||
type: 3}
|
||||
m_Parent: {fileID: 0}
|
||||
m_ModifiedSerializedProperties: 0
|
||||
m_ValidKeywords:
|
||||
- _OUTLINESENABLED
|
||||
- _SHADOWS_SOFT
|
||||
m_InvalidKeywords:
|
||||
- _CLOUDSENABLED
|
||||
m_LightmapFlags: 4
|
||||
m_EnableInstancingVariants: 0
|
||||
m_DoubleSidedGI: 0
|
||||
m_CustomRenderQueue: -1
|
||||
stringTagMap:
|
||||
RenderType: Opaque
|
||||
disabledShaderPasses:
|
||||
- MOTIONVECTORS
|
||||
m_LockedProperties:
|
||||
m_SavedProperties:
|
||||
serializedVersion: 3
|
||||
m_TexEnvs:
|
||||
- _BaseMap:
|
||||
m_Texture: {fileID: 2800000, guid: 1c93d64b6d637e04aab3497c80be79fa, type: 3}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _ShadowBaseMap:
|
||||
m_Texture: {fileID: 2800000, guid: 1c93d64b6d637e04aab3497c80be79fa, type: 3}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- unity_Lightmaps:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- unity_LightmapsInd:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- unity_ShadowMasks:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Ints: []
|
||||
m_Floats:
|
||||
- _AlphaClip: 0
|
||||
- _AlphaToMask: 0
|
||||
- _Blend: 0
|
||||
- _Brightness: 0.25
|
||||
- _CastShadows: 1
|
||||
- _Cloud_Change: 0.005
|
||||
- _Cloud_Cover: 0.5
|
||||
- _Cloud_Density: 0.01
|
||||
- _Cloud_Strength: 1
|
||||
- _Cull: 2
|
||||
- _DepthEdgeStrength: 0.5
|
||||
- _DepthThreshold: 0.01
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