// WL-816k — ④ 최종: 데모 물 셰이더 색 6안 → 814t 톤(#5C96C2)에 가장 가까운 안 자동 선정 → 전/후 2장 // 🔴 카메라 = PD 구도 거리 15 m 강제(Cinemachine 브레인 끔). Play 중 에셋 수정 0. using System.Collections; using System.Text; using UnityEngine; using UnityEngine.Rendering.Universal; using UnityEngine.SceneManagement; using WL.Look.Farm; public static class WL816k_Final { public const string D = "Screenshots_WL/WL816k/"; public const int PW = 1280, PH = 720; public const string MatDir = "Assets/WL/Look/Farm/Materials/"; public static void Open() { UnityEditor.SceneManagement.EditorSceneManager.OpenScene( "Assets/Scenes/InGame.unity", UnityEditor.SceneManagement.OpenSceneMode.Single); } public static void Start() { var go = GameObject.Find("~WL816kF"); if (go != null) Object.DestroyImmediate(go); go = new GameObject("~WL816kF"); go.AddComponent(); } public static Texture2D Grab(Camera cam, int w, int h) { var rt = new RenderTexture(w, h, 24, RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB); rt.antiAliasing = 1; rt.Create(); var pT = cam.targetTexture; var pA = RenderTexture.active; cam.targetTexture = rt; cam.Render(); RenderTexture.active = rt; var t = new Texture2D(w, h, TextureFormat.RGB24, false); t.ReadPixels(new Rect(0, 0, w, h), 0, 0); t.Apply(); RenderTexture.active = pA; cam.targetTexture = pT; rt.Release(); Object.DestroyImmediate(rt); return t; } static float Lum(Color32 c) { return (0.299f * c.r + 0.587f * c.g + 0.114f * c.b) / 255f; } /// 캡처 + 지표. outRGB = 바다 평균색, outShore = 물가Δ(섬에 반응하는가) public static string Shot(Camera cam, string path, int w, int h, bool shoreMetric, out Vector3 outRGB, out float outShore) { System.IO.Directory.CreateDirectory(System.IO.Path.GetDirectoryName(path)); var t = Grab(cam, w, h); System.IO.File.WriteAllBytes(path, t.EncodeToPNG()); var px = t.GetPixels32(); long r = 0, g = 0, b = 0; int n = 0; double sum = 0, sum2 = 0; // 바다만 있는 구역 — 확대 카메라는 아래쪽 절반, PD 구도는 왼쪽 아래 int y0 = shoreMetric ? 20 : 20, y1s = shoreMetric ? 200 : Mathf.Min(320, h); int x0 = shoreMetric ? 100 : 20, x1s = shoreMetric ? w - 100 : Mathf.Min(340, w); for (int y = y0; y < y1s; y += 2) for (int x = x0; x < x1s; x += 2) { var c = px[y * w + x]; r += c.r; g += c.g; b += c.b; n++; float l = Lum(c); sum += l; sum2 += l * l; } double mean = n > 0 ? sum / n : 0; double sd = n > 0 ? System.Math.Sqrt(System.Math.Max(0, sum2 / n - mean * mean)) : 0; outRGB = new Vector3((float)r / n, (float)g / n, (float)b / n); outShore = 0f; string extra = ""; if (shoreMetric) { double a = 0; int an = 0, bn = 0; double b2 = 0; for (int y = 300; y < 350; y++) for (int x = 100; x < w - 100; x += 2) { a += Lum(px[y * w + x]); an++; } for (int y = 20; y < 70; y++) for (int x = 100; x < w - 100; x += 2) { b2 += Lum(px[y * w + x]); bn++; } outShore = (float)((an > 0 ? a / an : 0) - (bn > 0 ? b2 / bn : 0)); extra = " · 물가Δ " + outShore.ToString("F4"); } int fn = 0, tot = 0; int yh = (int)(h * 0.55f); for (int y = 0; y < yh; y++) for (int x = 0; x < w; x += 2) { var c = px[y * w + x]; tot++; if (c.r > 200 && c.g > 195 && c.b > 195) fn++; } Object.DestroyImmediate(t); return "바다 #" + ((int)(r / n)).ToString("X2") + ((int)(g / n)).ToString("X2") + ((int)(b / n)).ToString("X2") + " σ=" + sd.ToString("F4") + " · 밝음 " + (100f * fn / tot).ToString("F2") + "%" + extra; } public static void Strip(string[] paths, string outPath, int div) { var ts = new Texture2D[paths.Length]; int w = 0, h = 0; for (int i = 0; i < paths.Length; i++) { if (!System.IO.File.Exists(paths[i])) return; ts[i] = new Texture2D(2, 2, TextureFormat.RGB24, false); ts[i].LoadImage(System.IO.File.ReadAllBytes(paths[i])); w = Mathf.Max(w, ts[i].width / div); h += ts[i].height / div; } var o = new Texture2D(w, h, TextureFormat.RGB24, false); var f = new Color32[w * h]; for (int i = 0; i < f.Length; i++) f[i] = new Color32(24, 24, 28, 255); o.SetPixels32(f); int yo = h; for (int i = 0; i < ts.Length; i++) { int sw = ts[i].width / div, sh = ts[i].height / div; var src = ts[i].GetPixels32(); int fw = ts[i].width; var dst = new Color32[sw * sh]; for (int y = 0; y < sh; y++) for (int x = 0; x < sw; x++) { int rr = 0, gg = 0, bb = 0; for (int dy = 0; dy < div; dy++) for (int dx = 0; dx < div; dx++) { var c = src[(y * div + dy) * fw + (x * div + dx)]; rr += c.r; gg += c.g; bb += c.b; } int q = div * div; dst[y * sw + x] = new Color32((byte)(rr / q), (byte)(gg / q), (byte)(bb / q), 255); } yo -= sh; o.SetPixels32(0, yo, sw, sh, dst); } o.Apply(); System.IO.Directory.CreateDirectory(System.IO.Path.GetDirectoryName(outPath)); System.IO.File.WriteAllBytes(outPath, o.EncodeToPNG()); Object.DestroyImmediate(o); for (int i = 0; i < ts.Length; i++) Object.DestroyImmediate(ts[i]); } } public class WL816k_FinalRunner : MonoBehaviour { static StringBuilder sb; static void L(string s) { sb.AppendLine(s); } const string D = WL816k_Final.D; const string MatDir = WL816k_Final.MatDir; const int PW = WL816k_Final.PW, PH = WL816k_Final.PH; Camera live, zoom; Renderer water; MeshRenderer band; Material Demo; void Start() { StartCoroutine(Co()); } IEnumerator Co() { sb = new StringBuilder(); L("=== WL-816k ④ 최종 (PD 구도 · 거리 15 m 강제) ==="); var op = SceneManager.LoadSceneAsync("Level01", LoadSceneMode.Additive); while (op != null && !op.isDone) yield return null; for (int i = 0; i < 8; i++) yield return new WaitForSeconds(1f); foreach (var r in Object.FindObjectsByType(FindObjectsInactive.Exclude, FindObjectsSortMode.None)) if (r != null && r.gameObject.scene.name == "Level01" && r.name == "Water") water = r; foreach (var c in Object.FindObjectsByType(FindObjectsInactive.Exclude, FindObjectsSortMode.None)) { if (!c.gameObject.activeInHierarchy || !c.enabled || c.targetTexture != null) continue; if (c.name.StartsWith("~WL816")) continue; if (live == null || c.depth > live.depth) live = c; } var foam = Object.FindFirstObjectByType(FindObjectsInactive.Include); band = foam != null ? foam.GetComponent() : null; if (water == null || live == null) { L("🔴 물/카메라 없음"); Done(); yield break; } // 🔴 거리 15 m — 섬 카메라는 Level01 의 Cinemachine vcam(m_CameraDistance 22)이 매 프레임 덮어쓴다. // FarmingIsland 씬 0줄 원칙이라 **런타임에 브레인만 끄고** 카메라를 직접 놓는다. int off = 0; foreach (var mb in live.GetComponents()) if (mb != null && mb.GetType().Name.Contains("Cinemachine")) { mb.enabled = false; off++; } float d = 15f, k = d * 0.70710678f; live.transform.position = new Vector3(0f, k, -k); live.transform.rotation = Quaternion.Euler(45f, 0f, 0f); live.fieldOfView = 60f; yield return null; yield return new WaitForSeconds(0.3f); L("카메라 " + live.name + " Cinemachine 컴포넌트 " + off + "개 끔 · pos=" + live.transform.position.ToString("F2") + " 각=" + live.transform.eulerAngles.ToString("F0") + " fov=" + live.fieldOfView + " · 거리 " + live.transform.position.magnitude.ToString("F1") + " m"); var E = UnityEditor.AssetDatabase.LoadAssetAtPath(MatDir + "Farm_Water_WL_E.mat"); Demo = UnityEditor.AssetDatabase.LoadAssetAtPath(MatDir + "Farm_Water_Demo.mat"); if (Demo == null) { L("🔴 Farm_Water_Demo 없음"); Done(); yield break; } var zgo = new GameObject("~WL816kFZ"); zgo.hideFlags = HideFlags.DontSave; zoom = zgo.AddComponent(); zoom.fieldOfView = 34f; zoom.nearClipPlane = 0.1f; zoom.farClipPlane = 2000f; zoom.clearFlags = CameraClearFlags.Skybox; zoom.cullingMask = ~0; zoom.depth = -100f; zgo.AddComponent().renderPostProcessing = true; Bounds bb = band != null ? band.bounds : new Bounds(Vector3.zero, new Vector3(16, 1, 16)); zgo.transform.position = new Vector3(bb.center.x, 3.2f, bb.min.z - 9f); zgo.transform.LookAt(new Vector3(bb.center.x, -1f, bb.min.z + 2f)); Vector3 rgb; float sh; // ── 전 (지금 = 물 E + 띠 on) ──────────────────────────── water.sharedMaterial = E; if (band != null) band.enabled = true; yield return null; yield return new WaitForSeconds(0.35f); L(""); L("[전] 지금(물 E · 띠 on) PD " + WL816k_Final.Shot(live, D + "z_before_pd.png", PW, PH, false, out rgb, out sh)); L(" 물가 " + WL816k_Final.Shot(zoom, D + "z_before_zoom.png", PW, PH, true, out rgb, out sh)); // ── 색 6안 (목표 = 814t 화면색 #5C96C2) ──────────────── var TARGET = new Vector3(0x5C, 0x96, 0xC2); var C = new[] { new Color(0.298f,0.800f,1.000f,0.573f), new Color(0.55f,0.78f,0.90f,0.60f), new Color(0.70f,0.85f,0.95f,0.60f), new Color(0.55f,0.78f,0.90f,0.60f), new Color(0.45f,0.70f,0.88f,0.65f), new Color(0.70f,0.85f,0.95f,0.60f) }; var BR = new[] { 0.25f, 0.45f, 0.45f, 0.60f, 0.55f, 0.60f }; var MD = new[] { 0.20f, 0.40f, 0.40f, 0.50f, 0.45f, 0.50f }; var MT = new[] { -0.1f, -0.1f, -0.1f, 0.0f, -0.1f, 0.0f }; var TS = new[] { 0.13f, 0.13f, 0.13f, 0.13f, 0.05f, 0.05f }; L(""); L("[데모 물 색 6안] _FoamScale 800 고정 · 목표 = 화면 #5C96C2"); int best = -1; float bestD = 1e9f; var zp = new string[6]; for (int i = 0; i < 6; i++) { var m = new Material(Demo); m.SetFloat("_FoamScale", 800f); m.SetColor("_Color", C[i]); m.SetFloat("_Brightness", BR[i]); m.SetFloat("_MinimumDarkness", MD[i]); m.SetFloat("_MinimumTint", MT[i]); m.SetFloat("_TintStrength", TS[i]); water.sharedMaterial = m; if (band != null) band.enabled = false; yield return null; yield return new WaitForSeconds(0.3f); zp[i] = D + "v" + (i + 1) + "_zoom.png"; string s = WL816k_Final.Shot(zoom, zp[i], PW, PH, true, out rgb, out sh); float dist = Vector3.Distance(rgb, TARGET); L(" v" + (i + 1) + " C" + C[i].ToString("F2") + " Br" + BR[i] + " MD" + MD[i] + " MT" + MT[i] + " TS" + TS[i]); L(" " + s + " · 목표거리 " + dist.ToString("F1")); if (dist < bestD) { bestD = dist; best = i; } } WL816k_Final.Strip(zp, D + "v_color6.png", 3); L(""); L("🔴 채택 = v" + (best + 1) + " · _Color" + C[best].ToString("F3") + " _Brightness " + BR[best] + " _MinimumDarkness " + MD[best] + " _MinimumTint " + MT[best] + " _TintStrength " + TS[best] + " _FoamScale 800 · 목표거리 " + bestD.ToString("F1")); // ── 후 (채택안 · 띠 off) ──────────────────────────────── var win = new Material(Demo); win.SetFloat("_FoamScale", 800f); win.SetColor("_Color", C[best]); win.SetFloat("_Brightness", BR[best]); win.SetFloat("_MinimumDarkness", MD[best]); win.SetFloat("_MinimumTint", MT[best]); win.SetFloat("_TintStrength", TS[best]); water.sharedMaterial = win; if (band != null) band.enabled = false; yield return null; yield return new WaitForSeconds(0.35f); L(""); L("[후] 데모 물 v" + (best + 1) + " · 띠 off PD " + WL816k_Final.Shot(live, D + "z_after_pd.png", PW, PH, false, out rgb, out sh)); L(" 물가 " + WL816k_Final.Shot(zoom, D + "z_after_zoom.png", PW, PH, true, out rgb, out sh)); WL816k_Final.Strip(new[] { D + "z_before_pd.png", D + "z_after_pd.png" }, D + "z_pd_before_after.png", 1); WL816k_Final.Strip(new[] { D + "z_before_zoom.png", D + "z_after_zoom.png" }, D + "z_zoom_shore.png", 1); // ── 걷기(기능 무영향) ─────────────────────────────────── var cc = Object.FindFirstObjectByType(FindObjectsInactive.Exclude); if (cc != null) { var p0 = cc.transform.position; var dir = new Vector3(1f, 0f, 1f).normalized; float moved = 0f; for (int i = 0; i < 120 && moved < 6f; i++) { cc.Move(dir * 0.05f + Vector3.down * 0.05f); moved += 0.05f; yield return null; } L("걷기 " + p0.ToString("F2") + " → " + cc.transform.position.ToString("F2") + " · " + Vector3.Distance(new Vector3(p0.x, 0, p0.z), new Vector3(cc.transform.position.x, 0, cc.transform.position.z)).ToString("F2") + " m · grounded=" + cc.isGrounded); } // 채택값을 파일로 (에셋 반영은 Play 밖에서) System.IO.File.WriteAllText("AgentScripts/WL816k_PICK.txt", C[best].r + "," + C[best].g + "," + C[best].b + "," + C[best].a + "|" + BR[best] + "|" + MD[best] + "|" + MT[best] + "|" + TS[best] + "|800"); Object.DestroyImmediate(zgo); water.sharedMaterial = E; if (band != null) band.enabled = true; Done(); } void Done() { System.IO.File.WriteAllText("AgentScripts/WL816k_FINAL.txt", sb.ToString()); Debug.Log("[816k final]\n" + sb); } }