// WL-816k — ⑥ 채택안 적용: Farm_Water_WL_F(= E 복사본 + 얕은 물 그라데이션) + shoreFoamEnabled 0 using UnityEngine; using UnityEditor; using System.Text; public static class WL816k_Apply { const string MatDir = "Assets/WL/Look/Farm/Materials/"; const string SO = "Assets/WL/Look/Farm/Resources/WL/WLIslandLookSettings.asset"; const string C_Foam = "Color_e1f155248d144786a62fc1585ca21e9a"; const string R_FoamDistance = "Vector1_101dc4546b684d40bc2ff2fc59ab43d5"; const string R_FoamEdge = "Vector1_34f757bec6b8422b9aef3b9d97117a6e"; public static void Run() { var sb = new StringBuilder(); string dst = MatDir + "Farm_Water_WL_F.mat"; if (AssetDatabase.LoadAssetAtPath(dst) == null) { bool ok = AssetDatabase.CopyAsset(MatDir + "Farm_Water_WL_E.mat", dst); sb.AppendLine("복사 E → F " + (ok ? "성공" : "🔴 실패")); AssetDatabase.Refresh(); } var F = AssetDatabase.LoadAssetAtPath(dst); if (F == null) { sb.AppendLine("🔴 F 로드 실패"); Done(sb); return; } // 🔴 채택 = ⓑ w2 — 흰 거품이 아니라 **물색을 밝힌 색**으로 얕은 물을 만든다(띠 대체) F.SetColor(C_Foam, new Color(0.62f, 0.82f, 0.90f, 1f)); F.SetFloat(R_FoamDistance, 2.2f); F.SetFloat(R_FoamEdge, 3f); EditorUtility.SetDirty(F); var so = AssetDatabase.LoadAssetAtPath(SO) as WL.Look.Farm.WLIslandLookSettings; if (so == null) { sb.AppendLine("🔴 SO 로드 실패"); Done(sb); return; } so.waterTo = F; so.shoreFoamEnabled = 0; EditorUtility.SetDirty(so); AssetDatabase.SaveAssets(); WL.Look.Farm.WLIslandLookSettings.Invalidate(); sb.AppendLine("F = " + F.name + " · shader " + F.shader.name + " · FoamColor " + F.GetColor(C_Foam).ToString("F3") + " · FoamDistance " + F.GetFloat(R_FoamDistance) + " · FoamEdge " + F.GetFloat(R_FoamEdge)); sb.AppendLine("SO waterMode=" + so.waterMode + " · waterTo=" + so.waterTo.name + " · shoreFoamEnabled=" + so.shoreFoamEnabled); Done(sb); } static void Done(StringBuilder sb) { System.IO.File.WriteAllText("AgentScripts/WL816k_APPLY.txt", sb.ToString()); Debug.Log("[816k apply]\n" + sb); } }