From 6196706528f43dbaa5d9b09d3f84abc980120e81 Mon Sep 17 00:00:00 2001 From: swrring Date: Sun, 13 Sep 2026 02:39:27 +0900 Subject: [PATCH] =?UTF-8?q?[WL-814x3]=20=EC=95=B0=EB=B9=84=EC=96=B8?= =?UTF-8?q?=ED=8A=B8=20=EC=A4=91=EC=84=B1=ED=99=94=20+=20=EC=BA=90?= =?UTF-8?q?=EB=A6=AD=ED=84=B0=20=EC=83=89=EC=A1=B0=20=EC=9E=AC=EB=B3=B4?= =?UTF-8?q?=EC=A0=95=20=E2=80=94=20=ED=99=94=EB=A9=B4=20dHue=2024.7=C2=B0?= =?UTF-8?q?=20->=2014.5=C2=B0=20(#814)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 전부 인게임 Play(포스트 포함·게임 크기) 기준 실측. 바꾼 것 (2개 값) · WLReferenceLookSettings.ambientColor 보라 (0.28,0.17,0.40) -> 중성 (0.229,0.229,0.229) 밝기(휘도 0.229)와 Flat ambient(평탄함의 원천)는 그대로 유지 · 캐릭터 팔레트 머티리얼 3종 _DiffuseColor = (0.993, 1.028, 0.874) (휘도보존 역이득) 결과 (유채색 칸 면적가중) 화면 dHue 24.7° -> 14.5° (최대 60.6 -> 36.9) 흰 튜닉 -74.2° -> +10.5° 머리칼 -16.3° -> -4.6° 붉은 바지 -7.9° -> +4.3° 벨트 +38.0° -> -3.7° 가죽 -31.1° -> -16.0° 게임 크기 고유색 159 -> 129 (4.4 %) · 서로 다른 색 4.4 % 남는 것 = 피부 -36.9° / -30.9° (어두운 면) 원인 규명 · 그림자 알베도(_ShadowDiffuseColor) = 영향 0.1° (5종 비교) — 레버가 아니다 · 남은 피부 오차는 WL_ArenaMood 의 ShadowsMidtonesHighlights shadows (0.78,0.58,1.25) 가 어두운 면의 초록을 42 % 깎고 파랑을 25 % 올리기 때문 — 814t 프로파일(PD 승인 룩) 소관 Co-Authored-By: Claude Opus 5 --- AgentScripts/WL814x3_AMB.txt | 43 ++ AgentScripts/WL814x3_FINAL.txt | 10 + AgentScripts/WL814x3_Play.cs | 518 ++++++++++++++++++ AgentScripts/WL814x3_SHAD.txt | 37 ++ AgentScripts/WL814x3_bakeinv.py | 56 ++ AgentScripts/WL814x3_eval.py | 55 ++ AgentScripts/WL814x3_gains.json | 1 + AgentScripts/WL814x3_report.py | 62 +++ .../WL/WLReferenceLookSettings.asset | 2 +- .../Look/Character/Materials/Hair05_ToonP.mat | 2 +- .../WL/Look/Character/Materials/M05_ToonP.mat | 2 +- .../Look/Character/Materials/Skin_ToonP.mat | 2 +- 12 files changed, 786 insertions(+), 4 deletions(-) create mode 100644 AgentScripts/WL814x3_AMB.txt create mode 100644 AgentScripts/WL814x3_FINAL.txt create mode 100644 AgentScripts/WL814x3_Play.cs create mode 100644 AgentScripts/WL814x3_SHAD.txt create mode 100644 AgentScripts/WL814x3_bakeinv.py create mode 100644 AgentScripts/WL814x3_eval.py create mode 100644 AgentScripts/WL814x3_gains.json create mode 100644 AgentScripts/WL814x3_report.py diff --git a/AgentScripts/WL814x3_AMB.txt b/AgentScripts/WL814x3_AMB.txt new file mode 100644 index 000000000..588561fc5 --- /dev/null +++ b/AgentScripts/WL814x3_AMB.txt @@ -0,0 +1,43 @@ +renderers Arm_m05,Body_m05,Face,Hair05,Head,Leg_M05 · center (-0.01, 0.57, 0.00) · h 1.220 + Arm_m05 mat=M05_ToonP_814t shader=Shader Graphs/Toon base=WLPalette_FINAL diff=RGBA(0.993, 1.028, 0.874, 1.000) shadow=RGBA(0.1430, 0.1307, 0.2416, 0.0000) shades=3 minDark=0.12 + Body_m05 mat=M05_ToonP_814t shader=Shader Graphs/Toon base=WLPalette_FINAL diff=RGBA(0.993, 1.028, 0.874, 1.000) shadow=RGBA(0.1430, 0.1307, 0.2416, 0.0000) shades=3 minDark=0.12 + Face mat=face02_ToonP shader=Unlit/Transparent base=- diff=- shadow=- shades=- minDark=- + Hair05 mat=Hair05_ToonP_814t shader=Shader Graphs/Toon base=WLPalette_FINAL diff=RGBA(0.993, 1.028, 0.874, 1.000) shadow=RGBA(0.1430, 0.1307, 0.2416, 0.0000) shades=3 minDark=0.12 + Head mat=Skin_ToonP_814t shader=Shader Graphs/Toon base=WLPalette_FINAL diff=RGBA(0.993, 1.028, 0.874, 1.000) shadow=RGBA(0.1430, 0.1307, 0.2416, 0.0000) shades=3 minDark=0.12 + Leg_M05 mat=M05_ToonP_814t shader=Shader Graphs/Toon base=WLPalette_FINAL diff=RGBA(0.993, 1.028, 0.874, 1.000) shadow=RGBA(0.1430, 0.1307, 0.2416, 0.0000) shades=3 minDark=0.12 +ReferenceLook: rimOn=False moodOn=True mood=0.30 contrast=True minDark=0.12 shadowScale=0.85 shadowTintAmt=0.30 shadowTint=RGBA(0.243, 0.106, 0.353, 1.000) charShades=0 key=RGBA(1.00, 0.78, 0.46, 1.00)×1.45 amb=RGBA(0.23, 0.23, 0.23, 1.00) +mask all @0.95 = 330746 px +mask Arm_m05 @0.95 = 36600 px +mask Body_m05 @0.95 = 107658 px +mask Face @0.95 = 7136 px +mask Hair05 @0.95 = 127668 px +mask Head @0.95 = 116073 px +mask Leg_M05 @0.95 = 80860 px +mask all10 @10.00 = 2959 px +PAL 0 id=9,240,40 rgb=226,175,169 +PAL 1 id=24,229,47 rgb=115,78,58 +PAL 2 id=39,218,54 rgb=199,199,198 +PAL 3 id=54,207,61 rgb=126,57,54 +PAL 4 id=69,196,68 rgb=207,173,129 +PAL 5 id=84,185,75 rgb=164,73,67 +PAL 6 id=99,174,82 rgb=185,131,97 +PAL 7 id=114,163,89 rgb=130,122,118 +PAL 8 id=129,152,96 rgb=215,186,139 +PAL 9 id=144,141,103 rgb=194,161,131 +PAL 10 id=159,130,110 rgb=116,92,78 +PAL 11 id=174,119,117 rgb=133,84,73 +PAL 12 id=189,108,124 rgb=224,205,153 +PAL 13 id=204,97,131 rgb=152,123,103 +PAL 14 id=219,86,138 rgb=177,173,172 +PAL 15 id=234,75,145 rgb=94,61,45 +amb shot v0_purple ambient=RGBA(0.217, 0.228, 0.250, 1.000) key=RGBA(1.000, 0.934, 0.838, 1.000) +amb shot v1_gray ambient=RGBA(0.229, 0.229, 0.229, 1.000) key=RGBA(1.000, 0.934, 0.838, 1.000) +amb shot v2_cool ambient=RGBA(0.205, 0.228, 0.262, 1.000) key=RGBA(1.000, 0.934, 0.838, 1.000) +amb shot v3_warm ambient=RGBA(0.262, 0.226, 0.193, 1.000) key=RGBA(1.000, 0.934, 0.838, 1.000) +amb shot v4_gray_keysoft ambient=RGBA(0.229, 0.229, 0.229, 1.000) key=RGBA(1.000, 0.950, 0.900, 1.000) +amb shot v5_gray_keywhite ambient=RGBA(0.229, 0.229, 0.229, 1.000) key=RGBA(1.000, 1.000, 1.000, 1.000) +wide w0_purple +wide w1_gray +wide w4_gray_keysoft +wide w5_gray_keywhite +DONE diff --git a/AgentScripts/WL814x3_FINAL.txt b/AgentScripts/WL814x3_FINAL.txt new file mode 100644 index 000000000..1e9d5509a --- /dev/null +++ b/AgentScripts/WL814x3_FINAL.txt @@ -0,0 +1,10 @@ +renderers Arm_m05,Body_m05,Face,Hair05,Head,Leg_M05 · center (-0.01, 0.57, 0.00) · h 1.220 + Arm_m05 mat=M05_ToonP_814t shader=Shader Graphs/Toon base=WLPalette_FINAL diff=RGBA(0.993, 1.028, 0.874, 1.000) shadow=RGBA(0.1430, 0.1307, 0.2416, 0.0000) shades=3 minDark=0.12 + Body_m05 mat=M05_ToonP_814t shader=Shader Graphs/Toon base=WLPalette_FINAL diff=RGBA(0.993, 1.028, 0.874, 1.000) shadow=RGBA(0.1430, 0.1307, 0.2416, 0.0000) shades=3 minDark=0.12 + Face mat=face02_ToonP shader=Unlit/Transparent base=- diff=- shadow=- shades=- minDark=- + Hair05 mat=Hair05_ToonP_814t shader=Shader Graphs/Toon base=WLPalette_FINAL diff=RGBA(0.993, 1.028, 0.874, 1.000) shadow=RGBA(0.1430, 0.1307, 0.2416, 0.0000) shades=3 minDark=0.12 + Head mat=Skin_ToonP_814t shader=Shader Graphs/Toon base=WLPalette_FINAL diff=RGBA(0.993, 1.028, 0.874, 1.000) shadow=RGBA(0.1430, 0.1307, 0.2416, 0.0000) shades=3 minDark=0.12 + Leg_M05 mat=M05_ToonP_814t shader=Shader Graphs/Toon base=WLPalette_FINAL diff=RGBA(0.993, 1.028, 0.874, 1.000) shadow=RGBA(0.1430, 0.1307, 0.2416, 0.0000) shades=3 minDark=0.12 +ReferenceLook: rimOn=False moodOn=True mood=0.30 contrast=True minDark=0.12 shadowScale=0.85 shadowTintAmt=0.30 shadowTint=RGBA(0.243, 0.106, 0.353, 1.000) charShades=0 key=RGBA(1.00, 0.78, 0.46, 1.00)×1.45 amb=RGBA(0.23, 0.23, 0.23, 1.00) +ambient(SO)=RGBA(0.229, 0.229, 0.229, 1.000) diffuse=RGBA(0.993, 1.028, 0.874, 1.000) +DONE diff --git a/AgentScripts/WL814x3_Play.cs b/AgentScripts/WL814x3_Play.cs new file mode 100644 index 000000000..3f8cafbb0 --- /dev/null +++ b/AgentScripts/WL814x3_Play.cs @@ -0,0 +1,518 @@ +// WL-814x2 — 🔴 **Play 모드에서만** 재는 색 측정/촬영 하니스 +// 편집 모드 렌더는 스킨 메시가 갱신되지 않아 무의미하다(814x 에서 실측). +// run_script --file AgentScripts/WL814x2_Play.cs --entry WL814x2.Run (Play 중에 부른다) +using System; +using System.Collections.Generic; +using System.IO; +using System.Linq; +using System.Text; +using UnityEngine; +using WL.Look.Arena; +using WL.Look.Character; + +public static class WL814x3 +{ + public const string RAW = "Screenshots_WL/WL814x/3rd/raw/"; + const int W = 1080, H = 1920; + static readonly StringBuilder sb = new StringBuilder(); + static void L(string s) { sb.AppendLine(s); } + + static GameObject s_root; + static Renderer[] s_rends; + static Material[][] s_orig; + static Camera s_cam; + static Vector3 s_camPos, s_center, s_pos; + static Quaternion s_rot, s_camRot; + static Animator s_an; + static float s_camSize, s_ts; + + static void Setup() + { + s_root = GameObject.Find("PC_LH_M05"); + if (s_root == null) + foreach (var g in UnityEngine.Object.FindObjectsByType(FindObjectsSortMode.None)) + if (g.name.Contains("LH_M05")) { s_root = g.gameObject; break; } + // 🔴 아레나에는 캐릭터를 걷게 하는 리그가 있다 — 샷마다 위치/포즈가 달라지면 색 비교가 무의미하다. + s_ts = Time.timeScale; Time.timeScale = 0f; + s_an = s_root.GetComponentInChildren(); + if (s_an != null) { s_an.speed = 0f; try { s_an.Play("idle", 0, 0.25f); s_an.Update(0f); } catch { } } + + s_cam = Camera.main ?? UnityEngine.Object.FindObjectsByType(FindObjectsSortMode.None).First(c => c.orthographic); + s_camPos = s_cam.transform.position; s_camSize = s_cam.orthographicSize; s_camRot = s_cam.transform.rotation; + s_root.transform.rotation = Quaternion.Euler(0, s_cam.transform.eulerAngles.y + 180f, 0); + s_pos = s_root.transform.position; s_rot = s_root.transform.rotation; + + s_rends = s_root.GetComponentsInChildren(true).Where(r => r.enabled && r.gameObject.activeInHierarchy).ToArray(); + s_orig = s_rends.Select(r => r.sharedMaterials).ToArray(); + var b = new Bounds(s_root.transform.position, Vector3.zero); + foreach (var r in s_rends) b.Encapsulate(r.bounds); + s_center = b.center; + L("renderers " + string.Join(",", s_rends.Select(r => r.name)) + " · center " + s_center.ToString("F2") + " · h " + b.size.y.ToString("F3")); + foreach (var r in s_rends) + { + var m = r.sharedMaterial; + L(" " + r.name + " mat=" + m.name + " shader=" + m.shader.name + + " base=" + (m.HasProperty("_BaseMap") && m.GetTexture("_BaseMap") ? m.GetTexture("_BaseMap").name : "-") + + " diff=" + (m.HasProperty("_DiffuseColor") ? m.GetColor("_DiffuseColor").ToString("F3") : "-") + + " shadow=" + (m.HasProperty("_ShadowDiffuseColor") ? m.GetColor("_ShadowDiffuseColor").ToString("F4") : "-") + + " shades=" + (m.HasProperty("_Shades") ? m.GetFloat("_Shades").ToString("F0") : "-") + + " minDark=" + (m.HasProperty("_MinimumDarkness") ? m.GetFloat("_MinimumDarkness").ToString("F2") : "-")); + } + var rc = WLReferenceLookSettings.Instance; + L("ReferenceLook: rimOn=" + rc.rimOn + " moodOn=" + rc.moodOn + " mood=" + rc.moodStrength.ToString("F2") + + " contrast=" + rc.contrastOn + " minDark=" + rc.minimumDarkness.ToString("F2") + + " shadowScale=" + rc.shadowColorScale.ToString("F2") + " shadowTintAmt=" + rc.shadowTintAmount.ToString("F2") + + " shadowTint=" + rc.shadowTint.ToString("F3") + " charShades=" + rc.charShades + + " key=" + rc.keyLightColor.ToString("F2") + "×" + rc.keyLightIntensity.ToString("F2") + " amb=" + rc.ambientColor.ToString("F2")); + } + + static void Teardown() + { + for (int i = 0; i < s_rends.Length; i++) { s_rends[i].sharedMaterials = s_orig[i]; s_rends[i].enabled = true; } + s_cam.transform.SetPositionAndRotation(s_camPos, s_camRot); s_cam.orthographicSize = s_camSize; + Time.timeScale = s_ts; + } + + static int[] s_layers; static int s_cull; static CameraClearFlags s_clear; static Color s_bg; static bool s_post, s_postSaved; + /// 캐릭터만 남기고 배경·그림자·포스트를 모두 끈 렌더 상태(마스크·덩어리지도 전용). + static void Isolate(bool on) + { + var ts = s_root.GetComponentsInChildren(true); + var ucd = s_cam.GetComponent(); + if (on) + { + s_layers = ts.Select(t => t.gameObject.layer).ToArray(); + foreach (var t in ts) t.gameObject.layer = 31; + s_cull = s_cam.cullingMask; s_clear = s_cam.clearFlags; s_bg = s_cam.backgroundColor; + s_cam.cullingMask = 1 << 31; s_cam.clearFlags = CameraClearFlags.SolidColor; s_cam.backgroundColor = Color.black; + if (ucd != null) { s_post = ucd.renderPostProcessing; s_postSaved = true; ucd.renderPostProcessing = false; } + } + else + { + for (int i = 0; i < ts.Length && i < s_layers.Length; i++) ts[i].gameObject.layer = s_layers[i]; + s_cam.cullingMask = s_cull; s_cam.clearFlags = s_clear; s_cam.backgroundColor = s_bg; + if (ucd != null && s_postSaved) { ucd.renderPostProcessing = s_post; s_postSaved = false; } + } + } + class Shot { public Color32[] px; } + + static Shot Render(float ortho) + { + // 매 렌더마다 같은 위치·같은 포즈로 고정한다 + s_root.transform.SetPositionAndRotation(s_pos, s_rot); + if (s_an != null) { s_an.speed = 0f; try { s_an.Play("idle", 0, 0.25f); s_an.Update(0f); } catch { } } + // 🔴 카메라도 매 프레임 따라다니는 스크립트가 있다 — 회전까지 고정해야 프레이밍이 같다. + s_cam.orthographicSize = ortho; + s_cam.transform.SetPositionAndRotation(s_center - (s_camRot * Vector3.forward) * 30f, s_camRot); + var rt = new RenderTexture(W, H, 24, RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB); + rt.antiAliasing = 1; rt.filterMode = FilterMode.Point; rt.Create(); + var prev = s_cam.targetTexture; s_cam.targetTexture = rt; s_cam.Render(); s_cam.targetTexture = prev; + var pa = RenderTexture.active; RenderTexture.active = rt; + var t = new Texture2D(W, H, TextureFormat.RGBA32, false); t.ReadPixels(new Rect(0, 0, W, H), 0, 0); t.Apply(); + RenderTexture.active = pa; + var s = new Shot { px = t.GetPixels32() }; + UnityEngine.Object.Destroy(t); rt.Release(); UnityEngine.Object.Destroy(rt); + return s; + } + + static void Save(Shot s, string name) + { + var t = new Texture2D(W, H, TextureFormat.RGBA32, false); t.SetPixels32(s.px); t.Apply(); + Directory.CreateDirectory(RAW); File.WriteAllBytes(RAW + name + ".png", t.EncodeToPNG()); + UnityEngine.Object.Destroy(t); + } + + static void Shoot(string name, float ortho) { Render(ortho); Save(Render(ortho), name); } + + static void SaveMask(string name, float ortho, params Renderer[] on) + { + Isolate(true); + foreach (var r in s_rends) r.enabled = on.Contains(r); + var a = Render(ortho); + foreach (var r in s_rends) r.enabled = true; + Isolate(false); + var t = new Texture2D(W, H, TextureFormat.RGBA32, false); + var px = new Color32[W * H]; int n = 0; + for (int i = 0; i < px.Length; i++) + { + int d = a.px[i].r + a.px[i].g + a.px[i].b; + bool hit = d > 12; if (hit) n++; + px[i] = hit ? new Color32(255, 255, 255, 255) : new Color32(0, 0, 0, 255); + } + t.SetPixels32(px); t.Apply(); + Directory.CreateDirectory(RAW); File.WriteAllBytes(RAW + "mask_" + name + ".png", t.EncodeToPNG()); + UnityEngine.Object.Destroy(t); + L("mask " + name + " @" + ortho.ToString("F2") + " = " + n + " px"); + } + + /// 덩어리(팔레트 칸) 지도 — 빛 0. 부위별 색을 재기 위한 마스크. + static void ShootIdMap(string name, float ortho) + { + var pal = UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/WL/Look/Character/Textures/WLPalette_FINAL.png"); + int S = pal.width, G = S / 8; + var t = new Texture2D(S, S, TextureFormat.RGBA32, false) { filterMode = FilterMode.Point, wrapMode = TextureWrapMode.Clamp }; + var px = new Color32[S * S]; + for (int i = 0; i < px.Length; i++) px[i] = new Color32(0, 0, 0, 255); + for (int j = 0; j < G * G; j++) + { + int gx = j % G, gy = j / G; + var c = new Color32((byte)(9 + j * 15), (byte)(240 - j * 11), (byte)(40 + j * 7), 255); + for (int y = 0; y < 8; y++) for (int x = 0; x < 8; x++) px[(gy * 8 + y) * S + gx * 8 + x] = c; + } + t.SetPixels32(px); t.Apply(); + Isolate(true); + var sh = Shader.Find("Unlit/Texture"); + var keep = new List(); + for (int i = 0; i < s_rends.Length; i++) + { + if (s_rends[i].name == "Face") { s_rends[i].enabled = false; keep.Add(s_rends[i]); continue; } + var m = new Material(sh); m.SetTexture("_MainTex", t); + s_rends[i].sharedMaterials = Enumerable.Repeat(m, s_orig[i].Length).ToArray(); + } + Shoot(name, ortho); + foreach (var r in keep) r.enabled = true; + for (int i = 0; i < s_rends.Length; i++) s_rends[i].sharedMaterials = s_orig[i]; + Isolate(false); + UnityEngine.Object.Destroy(t); + // 팔레트 칸 색도 적어 둔다(인덱스 → 팔레트 RGB) + var cols = pal.GetPixels32(); + for (int j = 0; j < G * G; j++) + { + int gx = j % G, gy = j / G; + var c = cols[(gy * 8 + 4) * S + gx * 8 + 4]; + L(string.Format("PAL {0,2} id={1},{2},{3} rgb={4},{5},{6}", j, 9 + j * 15, 240 - j * 11, 40 + j * 7, c.r, c.g, c.b)); + } + } + + /// ToonP 머티리얼의 그림자색만 바꾼 임시 복제본으로 교체. + static void SetShadow(Color shadow, float shades) + { + for (int i = 0; i < s_rends.Length; i++) + { + var mats = (Material[])s_orig[i].Clone(); + for (int m = 0; m < mats.Length; m++) + { + if (mats[m] == null || mats[m].shader == null || mats[m].shader.name != "Shader Graphs/Toon") continue; + var c = new Material(mats[m]) { name = "TMP_" + mats[m].name }; + c.SetColor("_ShadowDiffuseColor", shadow); + if (shades > 0) c.SetFloat("_Shades", shades); + mats[m] = c; + } + s_rends[i].sharedMaterials = mats; + } + } + static void ResetMats() { for (int i = 0; i < s_rends.Length; i++) s_rends[i].sharedMaterials = s_orig[i]; } + + static void Look(float mood, float shadowTintAmount, int rim) + { + var cfg = WLReferenceLookSettings.Instance; + var o = WLReferenceLook.Opt.FromSettings(cfg); + o.mood = mood > 0f; o.moodStrength = mood; + o.shadowTintAmount = shadowTintAmount; + o.rim = rim != 0; + WLReferenceLook.Apply(o, cfg); + } + + public static string Run() + { + sb.Length = 0; + try + { + Setup(); + SaveMask("all", 0.95f, s_rends); + foreach (var r in s_rends) SaveMask(r.name, 0.95f, r); + SaveMask("all10", 10f, s_rends); + foreach (var r in s_rends) SaveMask(r.name + "10", 10f, r); + ShootIdMap("idmap", 0.95f); + ShootIdMap("idmap10", 10f); + + var cfg = WLReferenceLookSettings.Instance; + float mood0 = cfg.moodStrength, tint0 = cfg.shadowTintAmount; + + Action V = (name, shadow, shades, mood, tintAmt, rim) => + { + ResetMats(); + WLReferenceLook.Restore(); + if (shadow.a >= 0f && shadow != Color.clear) SetShadow(shadow, shades); + Look(mood, tintAmt, rim); + Shoot(name, 0.95f); + Shoot(name + "_g", 10f); + L("shot " + name + " shadow=" + shadow.ToString("F3") + " shades=" + shades + " mood=" + mood.ToString("F2") + " tintAmt=" + tintAmt.ToString("F2") + " · " + WLReferenceLook.LastLog); + }; + + var purple = new Color(0.2164f, 0.2092f, 0.3713f, 0f); + V("a_now", purple, 3f, mood0, tint0, 0); + V("b_neutral", new Color(0.45f, 0.45f, 0.45f, 0f), 3f, mood0, tint0, 0); + V("c_neutral_notint", new Color(0.45f, 0.45f, 0.45f, 0f), 3f, mood0, 0f, 0); + V("d_neutral_notint_mood0", new Color(0.45f, 0.45f, 0.45f, 0f), 3f, 0f, 0f, 0); + V("e_warm_notint", new Color(0.52f, 0.45f, 0.40f, 0f), 3f, mood0, 0f, 0); + V("f_neutral_notint_s7", new Color(0.45f, 0.45f, 0.45f, 0f), 7f, mood0, 0f, 0); + V("g_dark_notint", new Color(0.32f, 0.32f, 0.34f, 0f), 3f, mood0, 0f, 0); + + ResetMats(); WLReferenceLook.Restore(); Look(mood0, tint0, 0); + L("DONE"); + } + catch (Exception e) { L("EXCEPTION " + e); } + finally { try { Teardown(); } catch { } Directory.CreateDirectory("AgentScripts"); File.WriteAllText("AgentScripts/WL814x3_PLAY.txt", sb.ToString(), new UTF8Encoding(true)); } + return sb.ToString(); + } + + /// 아레나 씬을 연다(Play 진입 전 · 편집 모드에서 1회). + public static string Open() + { + UnityEditor.SceneManagement.EditorSceneManager.OpenScene("Assets/WL/Look/Arena/Scenes/WL_ArenaProto.unity", UnityEditor.SceneManagement.OpenSceneMode.Single); + return "opened " + UnityEngine.SceneManagement.SceneManager.GetActiveScene().name; + } + + /// 무드(포스트 그레이딩·앰비언트·키라이트)가 화면 색을 얼마나 틀어놓는지 — 에셋 수정 0(런타임 프로파일 인스턴스). + public static string Mood() + { + sb.Length = 0; + try + { + Setup(); + SaveMask("all", 0.95f, s_rends); + foreach (var r in s_rends) SaveMask(r.name, 0.95f, r); + SaveMask("all10", 10f, s_rends); + ShootIdMap("idmap", 0.95f); + var cfg = WLReferenceLookSettings.Instance; + + Action V = (name, mood, killWB, killSMH) => + { + WLReferenceLook.Restore(); + var o = WLReferenceLook.Opt.FromSettings(cfg); + o.rim = false; o.mood = mood > 0f; o.moodStrength = mood; + WLReferenceLook.Apply(o, cfg); + var vgo = GameObject.Find("WL814t_ReferenceLook_Volume"); + // killWB = 포스트 그레이딩 Volume 의 weight 만 0 으로 (조명 무드는 그대로 둔다) + if (vgo != null && killWB) vgo.GetComponent().weight = 0f; + Shoot(name, 0.95f); Shoot(name + "_g", 10f); + L("mood shot " + name + " mood=" + mood.ToString("F2") + " killWB=" + killWB + " killSMH=" + killSMH); + }; + V("m30", 0.30f, false, false); + V("m15", 0.15f, false, false); + V("m00", 0.00f, false, false); + V("n_novol30", 0.30f, true, false); + V("n_novol15", 0.15f, true, false); + WLReferenceLook.Restore(); + var o2 = WLReferenceLook.Opt.FromSettings(cfg); o2.rim = false; + WLReferenceLook.Apply(o2, cfg); + L("DONE"); + } + catch (Exception e) { L("EXCEPTION " + e); } + finally { try { Teardown(); } catch { } File.WriteAllText("AgentScripts/WL814x3_MOOD.txt", sb.ToString(), new UTF8Encoding(true)); } + return sb.ToString(); + } + + /// 🔴 캐릭터 전용 광원 색조 상쇄 — _DiffuseColor 에 휘도보존 역이득을 넣는다. + /// 씬·조명·814t 설정·ProjectSettings 는 하나도 안 건드린다. + public static string SetTint() + { + var g = new Color(0.994f, 1.024f, 0.894f, 1f); + var sb2 = new StringBuilder(); + foreach (var n in new[] { "M05_ToonP", "Skin_ToonP", "Hair05_ToonP" }) + { + var p = "Assets/WL/Look/Character/Materials/" + n + ".mat"; + var m = UnityEditor.AssetDatabase.LoadAssetAtPath(p); + if (m == null) { sb2.AppendLine("!! " + p); continue; } + m.SetColor("_DiffuseColor", g); + UnityEditor.EditorUtility.SetDirty(m); + sb2.AppendLine(n + " _DiffuseColor = " + g.ToString("F3")); + } + UnityEditor.AssetDatabase.SaveAssets(); + return sb2.ToString(); + } + + /// 3차 — 앰비언트/키라이트 색조 3+1안. 🔴 SO·씬·에셋은 안 건드린다(런타임 RenderSettings·Light.color 만). + public static string Amb() + { + sb.Length = 0; + try + { + Setup(); + SaveMask("all", 0.95f, s_rends); + foreach (var r in s_rends) SaveMask(r.name, 0.95f, r); + SaveMask("all10", 10f, s_rends); + ShootIdMap("idmap", 0.95f); + var cfg = WLReferenceLookSettings.Instance; + var lights = UnityEngine.Object.FindObjectsByType(FindObjectsSortMode.None) + .Where(l => l.type == LightType.Directional).ToArray(); + + // 측정은 «보정 없는» 상태에서 — _DiffuseColor 를 흰색으로 되돌린 임시 복제본 + Action white = () => + { + for (int i = 0; i < s_rends.Length; i++) + { + var mats = (Material[])s_orig[i].Clone(); + for (int m = 0; m < mats.Length; m++) + { + if (mats[m] == null || mats[m].shader == null || mats[m].shader.name != "Shader Graphs/Toon") continue; + var c = new Material(mats[m]) { name = "TMP_w" }; + c.SetColor("_DiffuseColor", Color.white); + mats[m] = c; + } + s_rends[i].sharedMaterials = mats; + } + }; + + Action V = (name, amb, key) => + { + for (int i = 0; i < s_rends.Length; i++) s_rends[i].sharedMaterials = s_orig[i]; + WLReferenceLook.Restore(); + var o = WLReferenceLook.Opt.FromSettings(cfg); o.rim = false; + WLReferenceLook.Apply(o, cfg); + if (amb.a > 0f) RenderSettings.ambientLight = new Color(amb.r, amb.g, amb.b, 1f); + if (key.a > 0f) foreach (var l in lights) l.color = new Color(key.r, key.g, key.b, 1f); + white(); + Shoot(name, 0.95f); + Shoot(name + "_g", 10f); + L(string.Format("amb shot {0} ambient={1} key={2}", name, RenderSettings.ambientLight.ToString("F3"), + lights.Length > 0 ? lights[0].color.ToString("F3") : "-")); + }; + + Color no = new Color(0, 0, 0, 0); + // 현재 무드가 만드는 앰비언트 = lerp(원래, (0.28,0.17,0.40), 0.30) → 그대로 두면 v0 + V("v0_purple", no, no); + V("v1_gray", new Color(0.229f, 0.229f, 0.229f, 1f), no); + V("v2_cool", new Color(0.205f, 0.228f, 0.262f, 1f), no); + V("v3_warm", new Color(0.262f, 0.226f, 0.193f, 1f), no); + V("v4_gray_keysoft", new Color(0.229f, 0.229f, 0.229f, 1f), new Color(1f, 0.95f, 0.90f, 1f)); + V("v5_gray_keywhite", new Color(0.229f, 0.229f, 0.229f, 1f), new Color(1f, 1f, 1f, 1f)); + + // 배경 포함 넓은 구도(게임 실제 카메라 위치·직교 10) — 배경이 얼마나 바뀌는지 + for (int i = 0; i < s_rends.Length; i++) s_rends[i].sharedMaterials = s_orig[i]; + Action WIDE = (name, amb, key) => + { + WLReferenceLook.Restore(); + var o = WLReferenceLook.Opt.FromSettings(cfg); o.rim = false; + WLReferenceLook.Apply(o, cfg); + if (amb.a > 0f) RenderSettings.ambientLight = new Color(amb.r, amb.g, amb.b, 1f); + if (key.a > 0f) foreach (var l in lights) l.color = new Color(key.r, key.g, key.b, 1f); + s_cam.orthographicSize = 10f; + s_cam.transform.SetPositionAndRotation(s_camPos, s_camRot); + var rt = new RenderTexture(W, H, 24, RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB); + rt.antiAliasing = 1; rt.filterMode = FilterMode.Point; rt.Create(); + var pv = s_cam.targetTexture; s_cam.targetTexture = rt; s_cam.Render(); s_cam.Render(); s_cam.targetTexture = pv; + var pa = RenderTexture.active; RenderTexture.active = rt; + var t = new Texture2D(W, H, TextureFormat.RGBA32, false); t.ReadPixels(new Rect(0, 0, W, H), 0, 0); t.Apply(); + RenderTexture.active = pa; + Directory.CreateDirectory(RAW); File.WriteAllBytes(RAW + name + ".png", t.EncodeToPNG()); + UnityEngine.Object.Destroy(t); rt.Release(); UnityEngine.Object.Destroy(rt); + L("wide " + name); + }; + WIDE("w0_purple", no, no); + WIDE("w1_gray", new Color(0.229f, 0.229f, 0.229f, 1f), no); + WIDE("w4_gray_keysoft", new Color(0.229f, 0.229f, 0.229f, 1f), new Color(1f, 0.95f, 0.90f, 1f)); + WIDE("w5_gray_keywhite", new Color(0.229f, 0.229f, 0.229f, 1f), new Color(1f, 1f, 1f, 1f)); + + for (int i = 0; i < s_rends.Length; i++) s_rends[i].sharedMaterials = s_orig[i]; + WLReferenceLook.Restore(); + var o2 = WLReferenceLook.Opt.FromSettings(cfg); o2.rim = false; WLReferenceLook.Apply(o2, cfg); + L("DONE"); + } + catch (Exception e) { L("EXCEPTION " + e); } + finally { try { Teardown(); } catch { } File.WriteAllText("AgentScripts/WL814x3_AMB.txt", sb.ToString(), new UTF8Encoding(true)); } + return sb.ToString(); + } + + + /// 3차 채택값 쓰기 — 앰비언트 중성화(814t SO) + 캐릭터 _DiffuseColor 흰색 복귀. + public static string Adopt() + { + var sb2 = new StringBuilder(); + var rc = UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/WL/Look/Arena/Resources/WL/WLReferenceLookSettings.asset"); + sb2.AppendLine("ambientColor " + rc.ambientColor.ToString("F3") + " → 중성 (0.229,0.229,0.229)"); + rc.ambientColor = new Color(0.229f, 0.229f, 0.229f, 1f); + UnityEditor.EditorUtility.SetDirty(rc); + foreach (var n in new[] { "M05_ToonP", "Skin_ToonP", "Hair05_ToonP" }) + { + var m = UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/WL/Look/Character/Materials/" + n + ".mat"); + var dc = new Color(0.993f, 1.028f, 0.874f, 1f); + m.SetColor("_DiffuseColor", dc); + UnityEditor.EditorUtility.SetDirty(m); + sb2.AppendLine(n + " _DiffuseColor → " + dc.ToString("F3")); + } + UnityEditor.AssetDatabase.ImportAsset("Assets/WL/Look/Character/Textures/WLPalette_FINAL.png", UnityEditor.ImportAssetOptions.ForceUpdate); + UnityEditor.AssetDatabase.SaveAssets(); + return sb2.ToString(); + } + + /// 최종 = 실제 배선된 머티리얼 그대로(보정 포함) 근접·게임크기·넓은 구도. + public static string Final() + { + sb.Length = 0; + try + { + Setup(); + var cfg = WLReferenceLookSettings.Instance; + L("ambient(SO)=" + cfg.ambientColor.ToString("F3") + " diffuse=" + s_rends[0].sharedMaterial.GetColor("_DiffuseColor").ToString("F3")); + WLReferenceLook.Restore(); + var o = WLReferenceLook.Opt.FromSettings(cfg); o.rim = false; + WLReferenceLook.Apply(o, cfg); + Shoot("f_final", 0.95f); + Shoot("f_final_g", 10f); + s_cam.orthographicSize = 10f; + s_cam.transform.SetPositionAndRotation(s_camPos, s_camRot); + var rt = new RenderTexture(W, H, 24, RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB); + rt.antiAliasing = 1; rt.filterMode = FilterMode.Point; rt.Create(); + var pv = s_cam.targetTexture; s_cam.targetTexture = rt; s_cam.Render(); s_cam.Render(); s_cam.targetTexture = pv; + var pa = RenderTexture.active; RenderTexture.active = rt; + var t = new Texture2D(W, H, TextureFormat.RGBA32, false); t.ReadPixels(new Rect(0, 0, W, H), 0, 0); t.Apply(); + RenderTexture.active = pa; + Directory.CreateDirectory(RAW); File.WriteAllBytes(RAW + "f_wide.png", t.EncodeToPNG()); + UnityEngine.Object.Destroy(t); rt.Release(); UnityEngine.Object.Destroy(rt); + L("DONE"); + } + catch (Exception e) { L("EXCEPTION " + e); } + finally { try { Teardown(); } catch { } File.WriteAllText("AgentScripts/WL814x3_FINAL.txt", sb.ToString(), new UTF8Encoding(true)); } + return sb.ToString(); + } + + /// 어두운 면(피부)의 잔여 색조 — 그림자 알베도 색을 바꿔 비교(에셋 무수정·임시 복제본). + public static string Shad() + { + sb.Length = 0; + try + { + Setup(); + SaveMask("all", 0.95f, s_rends); + foreach (var r in s_rends) SaveMask(r.name, 0.95f, r); + ShootIdMap("idmap", 0.95f); + var cfg = WLReferenceLookSettings.Instance; + Action V = (name, sh) => + { + for (int i = 0; i < s_rends.Length; i++) s_rends[i].sharedMaterials = s_orig[i]; + WLReferenceLook.Restore(); + if (sh.a > 0f) + for (int i = 0; i < s_rends.Length; i++) + { + var mats = (Material[])s_orig[i].Clone(); + for (int m = 0; m < mats.Length; m++) + { + if (mats[m] == null || mats[m].shader == null || mats[m].shader.name != "Shader Graphs/Toon") continue; + var c = new Material(mats[m]) { name = "TMP_s" }; + c.SetColor("_ShadowDiffuseColor", new Color(sh.r, sh.g, sh.b, 0f)); + mats[m] = c; + } + s_rends[i].sharedMaterials = mats; + } + var o = WLReferenceLook.Opt.FromSettings(cfg); o.rim = false; + WLReferenceLook.Apply(o, cfg); + Shoot(name, 0.95f); Shoot(name + "_g", 10f); + L("shadow shot " + name + " = " + sh.ToString("F3")); + }; + V("s0_now", new Color(0, 0, 0, 0)); + V("s1_gray", new Color(0.38f, 0.38f, 0.38f, 1f)); + V("s2_warm", new Color(0.42f, 0.38f, 0.32f, 1f)); + V("s3_graylight", new Color(0.50f, 0.50f, 0.50f, 1f)); + V("s4_warmlight", new Color(0.55f, 0.50f, 0.42f, 1f)); + for (int i = 0; i < s_rends.Length; i++) s_rends[i].sharedMaterials = s_orig[i]; + WLReferenceLook.Restore(); + var o2 = WLReferenceLook.Opt.FromSettings(cfg); o2.rim = false; WLReferenceLook.Apply(o2, cfg); + L("DONE"); + } + catch (Exception e) { L("EXCEPTION " + e); } + finally { try { Teardown(); } catch { } File.WriteAllText("AgentScripts/WL814x3_SHAD.txt", sb.ToString(), new UTF8Encoding(true)); } + return sb.ToString(); + } +} diff --git a/AgentScripts/WL814x3_SHAD.txt b/AgentScripts/WL814x3_SHAD.txt new file mode 100644 index 000000000..fc45bbcf8 --- /dev/null +++ b/AgentScripts/WL814x3_SHAD.txt @@ -0,0 +1,37 @@ +renderers Arm_m05,Body_m05,Face,Hair05,Head,Leg_M05 · center (-0.01, 0.57, 0.00) · h 1.220 + Arm_m05 mat=M05_ToonP_814t shader=Shader Graphs/Toon base=WLPalette_FINAL diff=RGBA(0.993, 1.028, 0.874, 1.000) shadow=RGBA(0.1430, 0.1307, 0.2416, 0.0000) shades=3 minDark=0.12 + Body_m05 mat=M05_ToonP_814t shader=Shader Graphs/Toon base=WLPalette_FINAL diff=RGBA(0.993, 1.028, 0.874, 1.000) shadow=RGBA(0.1430, 0.1307, 0.2416, 0.0000) shades=3 minDark=0.12 + Face mat=face02_ToonP shader=Unlit/Transparent base=- diff=- shadow=- shades=- minDark=- + Hair05 mat=Hair05_ToonP_814t shader=Shader Graphs/Toon base=WLPalette_FINAL diff=RGBA(0.993, 1.028, 0.874, 1.000) shadow=RGBA(0.1430, 0.1307, 0.2416, 0.0000) shades=3 minDark=0.12 + Head mat=Skin_ToonP_814t shader=Shader Graphs/Toon base=WLPalette_FINAL diff=RGBA(0.993, 1.028, 0.874, 1.000) shadow=RGBA(0.1430, 0.1307, 0.2416, 0.0000) shades=3 minDark=0.12 + Leg_M05 mat=M05_ToonP_814t shader=Shader Graphs/Toon base=WLPalette_FINAL diff=RGBA(0.993, 1.028, 0.874, 1.000) shadow=RGBA(0.1430, 0.1307, 0.2416, 0.0000) shades=3 minDark=0.12 +ReferenceLook: rimOn=False moodOn=True mood=0.30 contrast=True minDark=0.12 shadowScale=0.85 shadowTintAmt=0.30 shadowTint=RGBA(0.243, 0.106, 0.353, 1.000) charShades=0 key=RGBA(1.00, 0.78, 0.46, 1.00)×1.45 amb=RGBA(0.23, 0.23, 0.23, 1.00) +mask all @0.95 = 330746 px +mask Arm_m05 @0.95 = 36600 px +mask Body_m05 @0.95 = 107658 px +mask Face @0.95 = 7136 px +mask Hair05 @0.95 = 127668 px +mask Head @0.95 = 116073 px +mask Leg_M05 @0.95 = 80860 px +PAL 0 id=9,240,40 rgb=226,175,169 +PAL 1 id=24,229,47 rgb=115,78,58 +PAL 2 id=39,218,54 rgb=199,199,198 +PAL 3 id=54,207,61 rgb=126,57,54 +PAL 4 id=69,196,68 rgb=207,173,129 +PAL 5 id=84,185,75 rgb=164,73,67 +PAL 6 id=99,174,82 rgb=185,131,97 +PAL 7 id=114,163,89 rgb=130,122,118 +PAL 8 id=129,152,96 rgb=215,186,139 +PAL 9 id=144,141,103 rgb=194,161,131 +PAL 10 id=159,130,110 rgb=116,92,78 +PAL 11 id=174,119,117 rgb=133,84,73 +PAL 12 id=189,108,124 rgb=224,205,153 +PAL 13 id=204,97,131 rgb=152,123,103 +PAL 14 id=219,86,138 rgb=177,173,172 +PAL 15 id=234,75,145 rgb=94,61,45 +shadow shot s0_now = RGBA(0.000, 0.000, 0.000, 0.000) +shadow shot s1_gray = RGBA(0.380, 0.380, 0.380, 1.000) +shadow shot s2_warm = RGBA(0.420, 0.380, 0.320, 1.000) +shadow shot s3_graylight = RGBA(0.500, 0.500, 0.500, 1.000) +shadow shot s4_warmlight = RGBA(0.550, 0.500, 0.420, 1.000) +DONE diff --git a/AgentScripts/WL814x3_bakeinv.py b/AgentScripts/WL814x3_bakeinv.py new file mode 100644 index 000000000..4597db551 --- /dev/null +++ b/AgentScripts/WL814x3_bakeinv.py @@ -0,0 +1,56 @@ +# WL-814x3 — 팔레트 칸을 「최종 화면에서 원하는 색이 나오도록」 역산한다. +# 화면색 S = 팔레트 P ⊙ m (조명은 채널별 곱 · 포스트 영향 0.1° 실측) → P' = P ⊙ (T / S) +# T = 원본색 O 를 S 의 밝기로 맞춘 것 (색조만 되돌리고 명암은 조명이 정한 대로 둔다) +import json, sys +import numpy as np +from PIL import Image +RAW='Screenshots_WL/WL814x/3rd/raw' +PAL='Assets/WL/Look/Character/Textures/WLPalette_FINAL.png' +REN=sys.argv[1]; APPLY=len(sys.argv)>2 and sys.argv[2]=='apply' +CLAMP=float(sys.argv[3]) if len(sys.argv)>3 else 1.35 +DAMP=float(sys.argv[4]) if len(sys.argv)>4 else 0.55 # 감쇠: 모델이 근사라 한 번에 다 가면 발산한다 +def L(n): return np.asarray(Image.open(RAW+'/'+n+'.png').convert('RGB'),dtype=np.uint8) +def lum(c): return 0.299*c[0]+0.587*c[1]+0.114*c[2] +def hue(c): + r,g,b=[float(x) for x in c]; mx,mn=max(r,g,b),min(r,g,b); d=mx-mn + if d<1e-6: return 0.0 + if mx==r: h=((g-b)/d)%6 + elif mx==g: h=(b-r)/d+2 + else: h=(r-g)/d+4 + return h*60.0 +def sat(c): + mx=max(c); return (mx-min(c))/mx if mx>1e-6 else 0 +def dh(a,b): return (b-a+540)%360-180 +idm=L('idmap'); maF=L('mask_Face')[:,:,0]>127; ma=(L('mask_all')[:,:,0]>127)&~maF +pal=np.array(Image.open(PAL).convert('RGB'),dtype=np.uint8); G=pal.shape[0]//8 +idref=np.array([[9+j*15,240-j*11,40+j*7] for j in range(G*G)],np.float32) +fl=idm.reshape(-1,3).astype(np.float32); d2=((fl[:,None,:]-idref[None,:,:])**2).sum(2) +kid=np.where((d2.min(1).reshape(idm.shape[:2])<400)&(idm.sum(2)>12), d2.argmin(1).reshape(idm.shape[:2]), -1) +tgt={int(k):np.array(v,np.float32) for k,v in json.load(open('AgentScripts/WL814x2_target.json')).items()} +im=L(REN); newpal=pal.copy() +print('%3s %7s | %-16s %-16s %-16s | %-16s %7s %7s'%('칸','px','원본 O','팔레트 P','화면 S','새 팔레트 P\'','dHue','예상')) +e0=[];e1=[];w=[] +for j in range(G*G): + gx,gy=j%G,j//G + sel=ma&(kid==j); n=int(sel.sum()) + if n<800: continue + p=pal[gy*8+4,gx*8+4].astype(np.float64); o=tgt[j].astype(np.float64) + s=im[sel].mean(0).astype(np.float64) + t=o*(max(lum(s),1.0)/max(lum(o),1.0)) + g=np.clip(t/np.maximum(s,6.0),1.0/CLAMP,CLAMP) + g=np.power(g,DAMP) # 감쇠 + g=g/max(lum(g),1e-6) # 밝기는 유지, 색조만 + g=np.clip(g,1.0/CLAMP,CLAMP) + np_=p*g + if np_.max()>248: np_=np_*248.0/np_.max() + np_=np.clip(np_,4,255) + pred=np.clip(s*(np_/np.maximum(p,1.0)),0,255) + print('%3d %7d | %-16s %-16s %-16s | %-16s %+7.1f %+7.1f'%(j,n,tuple(int(x) for x in o),tuple(int(x) for x in p), + tuple(int(x) for x in s),tuple(int(x) for x in np_),dh(hue(o),hue(s)),dh(hue(o),hue(pred)))) + if sat(o)>0.12: + e0.append(abs(dh(hue(o),hue(s)))); e1.append(abs(dh(hue(o),hue(pred)))); w.append(n) + if APPLY: newpal[gy*8:gy*8+8,gx*8:gx*8+8]=np.round(np_).astype(np.uint8) +w=np.array(w,float); e0=np.array(e0); e1=np.array(e1) +print('유채색 가중 dHue %.1f°(최대 %.1f) → 예상 %.1f°(최대 %.1f)'%((e0*w).sum()/w.sum(),e0.max(),(e1*w).sum()/w.sum(),e1.max())) +if APPLY: + Image.fromarray(newpal).save(PAL); print('팔레트 갱신 →',PAL) diff --git a/AgentScripts/WL814x3_eval.py b/AgentScripts/WL814x3_eval.py new file mode 100644 index 000000000..c47f61315 --- /dev/null +++ b/AgentScripts/WL814x3_eval.py @@ -0,0 +1,55 @@ +# WL-814x3 평가기 — 안별로 ① 부위 dHue ② 최적 _DiffuseColor 역이득(예측) ③ 게임 크기 고유색 +import json, sys +import numpy as np +from PIL import Image +RAW='Screenshots_WL/WL814x/3rd/raw' +def L(n): return np.asarray(Image.open(RAW+'/'+n+'.png').convert('RGB'),dtype=np.uint8) +def hue(c): + r,g,b=[float(x) for x in c]; mx,mn=max(r,g,b),min(r,g,b); d=mx-mn + if d<1e-6: return 0.0 + if mx==r: h=((g-b)/d)%6 + elif mx==g: h=(b-r)/d+2 + else: h=(r-g)/d+4 + return h*60.0 +def sat(c): + mx=max(c); return (mx-min(c))/mx if mx>1e-6 else 0 +def dh(a,b): return (b-a+540)%360-180 +idm=L('idmap'); maF=L('mask_Face')[:,:,0]>127; ma=(L('mask_all')[:,:,0]>127)&~maF +G=np.array(Image.open('Assets/WL/Look/Character/Textures/WLPalette_FINAL.png')).shape[0]//8 +idref=np.array([[9+j*15,240-j*11,40+j*7] for j in range(G*G)],np.float32) +fl=idm.reshape(-1,3).astype(np.float32); d2=((fl[:,None,:]-idref[None,:,:])**2).sum(2) +kid=np.where((d2.min(1).reshape(idm.shape[:2])<400)&(idm.sum(2)>12), d2.argmin(1).reshape(idm.shape[:2]), -1) +tgt={int(k):np.array(v,np.float32) for k,v in json.load(open('AgentScripts/WL814x2_target.json')).items()} +NAME={8:'머리칼(주)',4:'머리칼(밝)',2:'흰튜닉',1:'가죽갑옷',15:'붉은바지',0:'머리피부',5:'다리피부',14:'부츠흰면',11:'팔소매',10:'벨트',12:'머리칼(하)',3:'부츠갈색',13:'가죽(어두운)',9:'붉은천'} +cells=[] +for j in range(G*G): + sel=ma&(kid==j); n=int(sel.sum()) + if n<800: continue + cells.append((j,n,sel,tgt[j])) +m10=L('mask_all10')[:,:,0]>127 +def cellmeans(im): + return [(j,n,o,im[sel].mean(0).astype(np.float64)) for j,n,sel,o in cells] +def errs(cm,g): + return [(j,n,o,np.clip(s*g,0,255),dh(hue(o),hue(np.clip(s*g,0,255))),sat(o)) for j,n,o,s in cm] +def wavg(out): + ch=[(n,abs(e)) for j,n,o,s,e,so in out if so>0.12] + w=np.array([c[0] for c in ch],float); e=np.array([c[1] for c in ch]) + return (e*w).sum()/w.sum(), e.max() +print('%-18s %7s %7s | %-22s %7s %7s | %6s %6s'%('안','dHue','최대','최적 _DiffuseColor','dHue*','최대*','고유색','비율%')) +best={} +for v in sys.argv[1:]: + cm=cellmeans(L(v)) + o0=errs(cm,np.ones(3)); a0,m0=wavg(o0) + bb=None + for gr in np.arange(0.80,1.25,0.015): + for gb in np.arange(0.70,1.35,0.015): + gg=(1.0-0.299*gr-0.114*gb)/0.587 + if gg<0.7 or gg>1.4: continue + g=np.array([gr,gg,gb]); a,m=wavg(errs(cm,g)) + sc=a+0.35*m + if bb is None or sc1e-6 else 0 +def dh(a,b): return (b-a+540)%360-180 +idm=L('idmap'); maF=L('mask_Face')[:,:,0]>127; ma=(L('mask_all')[:,:,0]>127)&~maF +G=np.array(Image.open('Assets/WL/Look/Character/Textures/WLPalette_FINAL.png')).shape[0]//8 +idref=np.array([[9+j*15,240-j*11,40+j*7] for j in range(G*G)],np.float32) +fl=idm.reshape(-1,3).astype(np.float32); d2=((fl[:,None,:]-idref[None,:,:])**2).sum(2) +kid=np.where((d2.min(1).reshape(idm.shape[:2])<400)&(idm.sum(2)>12), d2.argmin(1).reshape(idm.shape[:2]), -1) +tgt={int(k):np.array(v,np.float32) for k,v in json.load(open('AgentScripts/WL814x2_target.json')).items()} +NAME={8:'머리칼(주)',4:'머리칼(밝은단)',12:'머리칼(하이라이트)',2:'흰 튜닉',14:'부츠 흰면',1:'가죽 갑옷',13:'가죽(어두운)',3:'부츠 갈색',15:'붉은 바지',9:'붉은 천',10:'벨트',11:'팔 소매',0:'머리 피부',5:'다리 피부'} +m10=L('mask_all10')[:,:,0]>127 +print('%-16s %7s | %-16s %-16s %8s | %-16s %8s'%('부위','px','원본 RGB','2차(보라 앰비언트)','dHue','3차(중성+보정)','dHue')) +ch0=[];ch1=[];w=[] +for j in sorted(NAME): + sel=ma&(kid==j); n=int(sel.sum()) + if n<800: continue + o=tgt[j]; a=L('pre_v0_purple')[sel].mean(0); b=L('f_final')[sel].mean(0) + ea=dh(hue(o),hue(a)); eb=dh(hue(o),hue(b)) + print('%-16s %7d | %-16s %-16s %+8.1f | %-16s %+8.1f'%(NAME[j],n,tuple(int(x) for x in o), + tuple(int(x) for x in a),ea,tuple(int(x) for x in b),eb)) + if sat(o)>0.12: ch0.append(abs(ea)); ch1.append(abs(eb)); w.append(n) +w=np.array(w,float); ch0=np.array(ch0); ch1=np.array(ch1) +print('유채색 가중 dHue: 2차 %.1f°(최대 %.1f) → 3차 %.1f°(최대 %.1f)'%((ch0*w).sum()/w.sum(),ch0.max(),(ch1*w).sum()/w.sum(),ch1.max())) +for v,lbl in [('nc_gray','보정전(중성 앰비언트)'),('s0_now','3차 최종')]: + g=L(v+'_g')[m10]; k=(g[:,0].astype(np.int32)<<16)|(g[:,1].astype(np.int32)<<8)|g[:,2].astype(np.int32) + u=len(np.unique(k)); print('%s 게임 크기: 캐릭터 %d px · 고유색 %d · 서로 다른 색 %.1f %%'%(lbl,m10.sum(),u,100.0*u/m10.sum())) +# 캡처 +ys,xs=np.where(ma|maF); x0,x1,y0,y1=xs.min()-24,xs.max()+25,ys.min()-24,ys.max()+25 +def crop(n): return Image.open(RAW+'/'+n+'.png').convert('RGB').crop((x0,y0,x1,y1)) +def grid(out,items,scale=1.0): + ims=[(t,crop(n)) for t,n in items] + if scale!=1.0: ims=[(t,im.resize((int(im.width*scale),int(im.height*scale)),Image.NEAREST)) for t,im in ims] + W=sum(i.width for _,i in ims)+18*(len(ims)-1); H=ims[0][1].height+26 + o=Image.new('RGB',(W,H),(22,22,26)); d=ImageDraw.Draw(o); x=0 + for t,im in ims: + o.paste(im,(x,26)); d.text((x+3,7),t,fill=(240,232,190)); x+=im.width+18 + o.save(OUT+'/'+out); print('saved',out,o.size) +grid('d_compare.png',[('2차 (보라 앰비언트)','pre_v0_purple'),('3차 최종 (중성 앰비언트 + 보정)','s0_now')]) +grid('d_ambient_steps.png',[('보라(기존)','pre_v0_purple'),('중성 회색','pre_v1_gray'),('옅은 청회','v2_cool'),('옅은 난색','v3_warm')],0.72) +def wide(out,items): + ims=[(t,Image.open(RAW+'/'+n+'.png').convert('RGB').resize((405,720))) for t,n in items] + W=sum(i.width for _,i in ims)+16*(len(ims)-1); H=ims[0][1].height+26 + o=Image.new('RGB',(W,H),(22,22,26)); d=ImageDraw.Draw(o); x=0 + for t,im in ims: + o.paste(im,(x,26)); d.text((x+3,7),t,fill=(240,232,190)); x+=im.width+16 + o.save(OUT+'/'+out); print('saved',out,o.size) +wide('d_key_bg.png',[('기존 키라이트','w1_gray'),('키 (1,.95,.90)','w4_gray_keysoft'),('키 순백 (1,1,1)','w5_gray_keywhite')]) +Image.open(RAW+'/f_wide.png').convert('RGB').save(OUT+'/d_final_wide.png') +print('saved d_final_wide.png') diff --git a/Assets/WL/Look/Arena/Resources/WL/WLReferenceLookSettings.asset b/Assets/WL/Look/Arena/Resources/WL/WLReferenceLookSettings.asset index dd986e36f..899ebf7f7 100644 --- a/Assets/WL/Look/Arena/Resources/WL/WLReferenceLookSettings.asset +++ b/Assets/WL/Look/Arena/Resources/WL/WLReferenceLookSettings.asset @@ -37,7 +37,7 @@ MonoBehaviour: asset: {fileID: 11400000, guid: 534beeaf638a948459a24ec36906d7f6, type: 2} keyLightColor: {r: 1, g: 0.78, b: 0.46, a: 1} keyLightIntensity: 1.45 - ambientColor: {r: 0.28, g: 0.17, b: 0.4, a: 1} + ambientColor: {r: 0.229, g: 0.229, b: 0.229, a: 1} rimOn: 0 rimStrength: 0.6 rimPower: 3 diff --git a/Assets/WL/Look/Character/Materials/Hair05_ToonP.mat b/Assets/WL/Look/Character/Materials/Hair05_ToonP.mat index 4391588d9..213957896 100644 --- a/Assets/WL/Look/Character/Materials/Hair05_ToonP.mat +++ b/Assets/WL/Look/Character/Materials/Hair05_ToonP.mat @@ -80,7 +80,7 @@ Material: m_Colors: - _Cloud_Movement: {r: 1, g: 1, b: 0, a: 0} - _Cloud_Step: {r: 13, g: 17, b: 0, a: 0} - - _DiffuseColor: {r: 0.994, g: 1.024, b: 0.894, a: 1} + - _DiffuseColor: {r: 0.993, g: 1.028, b: 0.874, a: 1} - _NormalBias: {r: 1, g: 1, b: 1, a: 0} - _Outline: {r: 0, g: 0, b: 0, a: 0} - _ShadowDiffuseColor: {r: 0.2164, g: 0.2092, b: 0.3713, a: 0} diff --git a/Assets/WL/Look/Character/Materials/M05_ToonP.mat b/Assets/WL/Look/Character/Materials/M05_ToonP.mat index f63329953..ae969bd72 100644 --- a/Assets/WL/Look/Character/Materials/M05_ToonP.mat +++ b/Assets/WL/Look/Character/Materials/M05_ToonP.mat @@ -93,7 +93,7 @@ Material: m_Colors: - _Cloud_Movement: {r: 1, g: 1, b: 0, a: 0} - _Cloud_Step: {r: 13, g: 17, b: 0, a: 0} - - _DiffuseColor: {r: 0.994, g: 1.024, b: 0.894, a: 1} + - _DiffuseColor: {r: 0.993, g: 1.028, b: 0.874, a: 1} - _NormalBias: {r: 1, g: 1, b: 1, a: 0} - _Outline: {r: 0, g: 0, b: 0, a: 0} - _ShadowDiffuseColor: {r: 0.2164, g: 0.2092, b: 0.3713, a: 0} diff --git a/Assets/WL/Look/Character/Materials/Skin_ToonP.mat b/Assets/WL/Look/Character/Materials/Skin_ToonP.mat index 09a51cc7f..12931b466 100644 --- a/Assets/WL/Look/Character/Materials/Skin_ToonP.mat +++ b/Assets/WL/Look/Character/Materials/Skin_ToonP.mat @@ -80,7 +80,7 @@ Material: m_Colors: - _Cloud_Movement: {r: 1, g: 1, b: 0, a: 0} - _Cloud_Step: {r: 13, g: 17, b: 0, a: 0} - - _DiffuseColor: {r: 0.994, g: 1.024, b: 0.894, a: 1} + - _DiffuseColor: {r: 0.993, g: 1.028, b: 0.874, a: 1} - _NormalBias: {r: 1, g: 1, b: 1, a: 0} - _Outline: {r: 0, g: 0, b: 0, a: 0} - _ShadowDiffuseColor: {r: 0.2164, g: 0.2092, b: 0.3713, a: 0}