// WL-816e 캡처 — 데모 씬(에디트 모드에서 풀 인스턴싱을 직접 그려서) vs 우리 섬 · 좌우 비교 합성 // 🔴 데모 씬은 **Play 하지 않는다**(CLAUDE.md §9 상시 제약). 인스턴싱을 스크립트로 직접 발행해 렌더만 한다. public static class WL816e_Cap { const string Dir = "Screenshots_WL/WL816e/"; const int W = 1080, H = 1920; // ── 데모 씬을 에디트 모드에서 「풀까지 보이게」 렌더 ──────────────── public static void Demo() { UnityEditor.SceneManagement.EditorSceneManager.OpenScene( "Assets/3DPixelArtEnvironment/Demo/Demo.unity", UnityEditor.SceneManagement.OpenSceneMode.Single); var cam = DemoAngleCam(); var sb = new System.Text.StringBuilder(); int n = DrawInstancing(sb); Shot(cam, Dir + "x_demo_demoangle.png", sb); var mainCam = FindMainCam(); int n2 = DrawInstancing(sb); Shot(mainCam, Dir + "x_demo_main.png", sb); sb.AppendLine("데모 인스턴싱 구성 " + n + "/" + n2); UnityEngine.Debug.Log("[WL816e Cap Demo]\n" + sb.ToString()); } /// 씬의 InstancesBehaviour 들이 그릴 것을 이번 프레임에 직접 발행한다(Play 없이). static int DrawInstancing(System.Text.StringBuilder sb) { int n = 0; var bs = UnityEngine.Object.FindObjectsByType( UnityEngine.FindObjectsInactive.Exclude, UnityEngine.FindObjectsSortMode.None); long inst = 0; for (int i = 0; i < bs.Length; i++) { var b = bs[i]; System.Collections.Generic.Dictionary> data = null; try { data = b.GetInstanceData(); } catch { continue; } if (data == null) continue; var bounds = b.CalculateInstancesBounds(); var l2w = b.transform.localToWorldMatrix; l2w.m03 = 0; l2w.m13 = 0; l2w.m23 = 0; foreach (var kv in data) { if (kv.Value == null || kv.Value.Count == 0) continue; var cfg = new Environment.Instancing.InstancingConfiguration(kv.Key, kv.Value, "_InstanceData"); cfg.MaterialPropertyBlock.SetMatrix("_LocalToWorld", l2w); UnityEngine.Graphics.DrawMeshInstancedIndirect(cfg.Mesh, 0, cfg.Material, bounds, cfg.CommandBuffer, 0, cfg.MaterialPropertyBlock, UnityEngine.Rendering.ShadowCastingMode.Off, false, 0); n++; inst += kv.Value.Count; s_pending.Add(cfg); } } sb.AppendLine(" 데모 인스턴스 총 " + inst + " (구성 " + n + ")"); return n; } static readonly System.Collections.Generic.List s_pending = new System.Collections.Generic.List(); static void FreePending() { for (int i = 0; i < s_pending.Count; i++) s_pending[i].FreeMemory(); s_pending.Clear(); } static UnityEngine.Camera FindMainCam() { var cams = UnityEngine.Object.FindObjectsByType( UnityEngine.FindObjectsInactive.Exclude, UnityEngine.FindObjectsSortMode.None); for (int i = 0; i < cams.Length; i++) if (cams[i].name == "Main Camera" || cams[i].CompareTag("MainCamera")) return cams[i]; return cams.Length > 0 ? cams[0] : null; } static UnityEngine.Camera DemoAngleCam() { var go = UnityEngine.GameObject.Find("__WL816eDemoAngle"); if (go == null) { go = new UnityEngine.GameObject("__WL816eDemoAngle"); go.hideFlags = UnityEngine.HideFlags.DontSave; } var c = go.GetComponent(); if (c == null) c = go.AddComponent(); 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); c.depth = -100f; var rot = UnityEngine.Quaternion.Euler(30f, 60f, 0f); go.transform.rotation = rot; // 데모는 지형 중앙(약 130, 5, 90) 근처가 풀밭이다 go.transform.position = new UnityEngine.Vector3(130f, 5.3f, 90f) - rot * UnityEngine.Vector3.forward * 60f; if (go.GetComponent() == null) go.AddComponent(); return c; } static void Shot(UnityEngine.Camera cam, string path, System.Text.StringBuilder sb) { if (cam == null) { sb.AppendLine(" 카메라 없음 " + path); return; } System.IO.Directory.CreateDirectory(System.IO.Path.GetDirectoryName(path)); var rt = new UnityEngine.RenderTexture(W, H, 24, UnityEngine.RenderTextureFormat.ARGB32, UnityEngine.RenderTextureReadWrite.sRGB); rt.antiAliasing = 1; rt.Create(); 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(); System.IO.File.WriteAllBytes(path, UnityEngine.ImageConversion.EncodeToPNG(tex)); UnityEngine.RenderTexture.active = prevA; cam.targetTexture = prevT; UnityEngine.Object.DestroyImmediate(tex); rt.Release(); UnityEngine.Object.DestroyImmediate(rt); FreePending(); sb.AppendLine(" 캡처 " + path); } // ── 좌우 합성 ────────────────────────────────────────────────────── public static void Compose() { Side(Dir + "a_play_main.png", Dir + "b_play_main.png", Dir + "c_side_by_side.png"); Side(Dir + "x_demo_demoangle.png", Dir + "b_play_demoangle.png", Dir + "d_demo_vs_island.png"); UnityEngine.Debug.Log("[WL816e Cap Compose] c_side_by_side.png(좌 지금/우 풀밭) · d_demo_vs_island.png(좌 데모/우 섬)"); } public static void Side(string left, string right, string outPath) { if (!System.IO.File.Exists(left) || !System.IO.File.Exists(right)) { UnityEngine.Debug.Log("합성 건너뜀 " + outPath); return; } var a = new UnityEngine.Texture2D(2, 2); UnityEngine.ImageConversion.LoadImage(a, System.IO.File.ReadAllBytes(left)); var b = new UnityEngine.Texture2D(2, 2); UnityEngine.ImageConversion.LoadImage(b, System.IO.File.ReadAllBytes(right)); int h = UnityEngine.Mathf.Max(a.height, b.height); int w = a.width + b.width + 8; var o = new UnityEngine.Texture2D(w, h, UnityEngine.TextureFormat.RGB24, false); var fill = new UnityEngine.Color[w * h]; for (int i = 0; i < fill.Length; i++) fill[i] = UnityEngine.Color.black; o.SetPixels(fill); o.SetPixels(0, h - a.height, a.width, a.height, a.GetPixels()); o.SetPixels(a.width + 8, h - b.height, 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); } }