// WL-816j2 — ⑥ 격자선 세기를 실제로 낮추는 값 찾기 (PD 구도 · 6단 스윕 · 평균 바다색은 유지) using System.Collections; using System.Text; using UnityEngine; public static class WL816j2_Sweep { public const string D = "Screenshots_WL/WL816j2/"; public static void Start() { var go = GameObject.Find("~WL816j2S"); if (go != null) Object.DestroyImmediate(go); go = new GameObject("~WL816j2S"); go.AddComponent(); } } public class WL816j2_SweepRunner : MonoBehaviour { static StringBuilder sb; static void L(string s) { sb.AppendLine(s); } const string D = WL816j2_Sweep.D; const int PW = 1280, PH = 720; const string C_Light = "Color_1ec6cccf8ead489ebb917674f7e8b3b1"; const string C_FoamShadow = "Color_2323d69962e04c499c5d5f0925432b55"; const string C_Water = "Color_9af4ad59934f40d1ae6565e6ab22c45e"; const string C_Dark = "Color_ca031ae309ff42bdb95f777248fb961d"; const string R_DeepDistance = "Vector1_566e288f42864b8e9432d81fbdb83f38"; void Start() { StartCoroutine(Co()); } string Shot(Camera cam, string path) { System.IO.Directory.CreateDirectory(System.IO.Path.GetDirectoryName(path)); var rt = new RenderTexture(PW, PH, 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(PW, PH, TextureFormat.RGB24, false); t.ReadPixels(new Rect(0, 0, PW, PH), 0, 0); t.Apply(); RenderTexture.active = pA; cam.targetTexture = pT; rt.Release(); Object.DestroyImmediate(rt); System.IO.File.WriteAllBytes(path, t.EncodeToPNG()); var px = t.GetPixels32(); long r = 0, g = 0, b = 0; int n = 0; for (int y = 20; y < 320; y += 2) for (int x = 20; x < 340; x += 2) { var c = px[y * PW + x]; r += c.r; g += c.g; b += c.b; n++; } Object.DestroyImmediate(t); return "바다 평균 #" + ((int)(r / n)).ToString("X2") + ((int)(g / n)).ToString("X2") + ((int)(b / n)).ToString("X2") + " → " + path; } IEnumerator Co() { sb = new StringBuilder(); L("=== WL-816j2 ⑥ 격자선 세기 스윕 (바다 평균색은 유지해야 한다) ==="); Renderer water = null; foreach (var r in Object.FindObjectsByType(FindObjectsInactive.Exclude, FindObjectsSortMode.None)) if (r != null && r.gameObject.scene.name == "Level01" && r.name == "Water") water = r; Camera live = null; 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; } if (water == null || live == null) { L("🔴 없음"); Done(); yield break; } var E = UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/WL/Look/Farm/Materials/Farm_Water_WL_E.mat"); Color W = E.GetColor(C_Water), Dk = E.GetColor(C_Dark); L("816h 채택색 WaterColor " + W + " DarkColor " + Dk); var names = new string[] { "0 기준 E", "1 Shadow=0.30 회색", "2 Shadow=흰색", "3 Dark→Water 50%", "4 Dark→Water 75%", "5 Dark→Water 75% + Light=Water + Shadow=흰색", "6 Dark→Water 90% + Light=Water + Shadow=흰색", }; for (int i = 0; i < names.Length; i++) { var m = new Material(E); if (i == 1) m.SetColor(C_FoamShadow, new Color(0.30f, 0.30f, 0.30f, 1f)); if (i == 2) m.SetColor(C_FoamShadow, Color.white); if (i == 3) m.SetColor(C_Dark, Color.Lerp(Dk, W, 0.50f)); if (i == 4) m.SetColor(C_Dark, Color.Lerp(Dk, W, 0.75f)); if (i == 5) { m.SetColor(C_Dark, Color.Lerp(Dk, W, 0.75f)); m.SetColor(C_Light, W); m.SetColor(C_FoamShadow, Color.white); } if (i == 6) { m.SetColor(C_Dark, Color.Lerp(Dk, W, 0.90f)); m.SetColor(C_Light, W); m.SetColor(C_FoamShadow, Color.white); } water.sharedMaterial = m; yield return null; yield return new WaitForSeconds(0.25f); L(names[i] + " · " + Shot(live, D + "m_sweep" + i + ".png")); } Done(); } void Done() { System.IO.File.WriteAllText("AgentScripts/WL816j2_SWEEP.txt", sb.ToString()); Debug.Log("[816j2 sweep]\n" + sb); } }