// WL-816a 캡처 — ⓐ원본 ⓑ통일 ⓒ좌우 ⓓ데모와 나란히 ⓔ텍스처 vs 단색 + 수치 // 전부 에디트 모드 오프스크린 렌더(UI 캔버스가 안 끼어든다) · 씬은 저장하지 않는다. public static class WL816a_Cap { const string Dir = "Screenshots_WL/WL816a/"; const string Farm = "Assets/WL/Look/Farm/Scenes/WL_FarmLook.unity"; const string Orig = "Assets/FarmingIsland/Scenes/Level01.unity"; const string Demo = "Assets/3DPixelArtEnvironment/Demo/Demo.unity"; const int W = 1080, H = 1920; public static void Run() { var sb = new System.Text.StringBuilder(); // ── ⓐ 원본 Level01 (저장 안 함) ────────────────────────────────── UnityEditor.SceneManagement.EditorSceneManager.OpenScene(Orig, UnityEditor.SceneManagement.OpenSceneMode.Single); Shot(FindCam("MainCamera"), Dir + "a_orig_level01.png"); Shot(DemoAngleCam(), Dir + "a_orig_demoangle.png"); Stats("원본 Level01", sb); // ── ⓑ 통일본(텍스처 유지) ──────────────────────────────────────── UnityEditor.SceneManagement.EditorSceneManager.OpenScene(Farm, UnityEditor.SceneManagement.OpenSceneMode.Single); Shot(FindCam("MainCamera"), Dir + "b_unified_tex.png"); Shot(DemoAngleCam(), Dir + "b_unified_tex_demoangle.png"); Stats("통일본(텍스처 유지)", sb); // ── ⓔ 단색안 ───────────────────────────────────────────────────── var comp = UnityEngine.Object.FindFirstObjectByType(UnityEngine.FindObjectsInactive.Include); if (comp != null) comp.Apply(2, 1); Shot(FindCam("MainCamera"), Dir + "e_unified_flat.png"); Shot(DemoAngleCam(), Dir + "e_unified_flat_demoangle.png"); Stats("통일본(단색)", sb); // ── 되돌리기 검증: enabled_=0 (원본 머티리얼 + 원본 조명) ───────── UnityEditor.SceneManagement.EditorSceneManager.OpenScene(Farm, UnityEditor.SceneManagement.OpenSceneMode.Single); comp = UnityEngine.Object.FindFirstObjectByType(UnityEngine.FindObjectsInactive.Include); if (comp != null) comp.Apply(0, 0); Shot(FindCam("MainCamera"), Dir + "z_rollback_off.png"); Stats("되돌리기(enabled_=0)", sb); // 씬을 디스크에서 다시 읽어 변경을 버린다(저장 금지) UnityEditor.SceneManagement.EditorSceneManager.OpenScene(Farm, UnityEditor.SceneManagement.OpenSceneMode.Single); // ── 데모 ───────────────────────────────────────────────────────── UnityEditor.SceneManagement.EditorSceneManager.OpenScene(Demo, UnityEditor.SceneManagement.OpenSceneMode.Single); Shot(FindCam("Main Camera"), Dir + "x_demo.png"); Stats("데모 Demo.unity", sb); // ── 합성 ───────────────────────────────────────────────────────── Side(Dir + "c_side_by_side.png", Dir + "a_orig_level01.png", Dir + "b_unified_tex.png"); Side(Dir + "d_demo_vs_unified.png", Dir + "x_demo.png", Dir + "b_unified_tex_demoangle.png"); Side(Dir + "e_tex_vs_flat.png", Dir + "b_unified_tex.png", Dir + "e_unified_flat.png"); Side(Dir + "z_rollback_vs_orig.png", Dir + "a_orig_level01.png", Dir + "z_rollback_off.png"); // ── 화면 고유색 수 ─────────────────────────────────────────────── sb.AppendLine("── 화면 고유색 수(1080x1920 · RGB24) ──"); string[] files = { "a_orig_level01.png", "b_unified_tex.png", "e_unified_flat.png", "x_demo.png", "a_orig_demoangle.png", "b_unified_tex_demoangle.png", "z_rollback_off.png" }; for (int i = 0; i < files.Length; i++) sb.AppendLine(string.Format(" {0,-32} {1,8:N0}", files[i], UniqueColors(Dir + files[i]))); UnityEngine.Debug.Log("[WL816a Cap]\n" + sb.ToString()); } // ── 데모와 같은 카메라 설정(직교 10 · euler 30,60,0)로 섬 중앙을 본다 ── static UnityEngine.Camera DemoAngleCam() { var go = UnityEngine.GameObject.Find("__WL816aDemoAngle"); if (go == null) { go = new UnityEngine.GameObject("__WL816aDemoAngle"); 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); var rot = UnityEngine.Quaternion.Euler(30f, 60f, 0f); go.transform.rotation = rot; go.transform.position = new UnityEngine.Vector3(0f, 0.6f, 0f) - rot * UnityEngine.Vector3.forward * 60f; if (go.GetComponent() == null) go.AddComponent(); return c; } static UnityEngine.Camera FindCam(string name) { var cams = UnityEngine.Object.FindObjectsByType( UnityEngine.FindObjectsInactive.Exclude, UnityEngine.FindObjectsSortMode.None); for (int i = 0; i < cams.Length; i++) if (cams[i].name == name) return cams[i]; return cams.Length > 0 ? cams[0] : null; } static void Shot(UnityEngine.Camera cam, string path) { if (cam == null) { UnityEngine.Debug.Log("[WL816a] 카메라 없음 " + path); return; } var rt = new UnityEngine.RenderTexture(W, H, 24, UnityEngine.RenderTextureFormat.ARGB32, UnityEngine.RenderTextureReadWrite.sRGB); rt.antiAliasing = 1; var pT = cam.targetTexture; var pA = 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(); UnityEngine.RenderTexture.active = pA; cam.targetTexture = pT; var dir = System.IO.Path.GetDirectoryName(path); if (!System.IO.Directory.Exists(dir)) System.IO.Directory.CreateDirectory(dir); System.IO.File.WriteAllBytes(path, UnityEngine.ImageConversion.EncodeToPNG(tex)); UnityEngine.Object.DestroyImmediate(tex); UnityEngine.Object.DestroyImmediate(rt); } static UnityEngine.Texture2D Load(string path) { if (!System.IO.File.Exists(path)) return null; var t = new UnityEngine.Texture2D(2, 2, UnityEngine.TextureFormat.RGB24, false, false); return UnityEngine.ImageConversion.LoadImage(t, System.IO.File.ReadAllBytes(path)) ? t : null; } static void Side(string outPath, string leftPath, string rightPath) { var a = Load(leftPath); var b = Load(rightPath); if (a == null || b == null) { UnityEngine.Debug.Log("[WL816a] 합성 실패 " + outPath); return; } int w = a.width + b.width, h = UnityEngine.Mathf.Max(a.height, b.height); var o = new UnityEngine.Texture2D(w, h, UnityEngine.TextureFormat.RGB24, false); var px = new UnityEngine.Color32[w * h]; for (int i = 0; i < px.Length; i++) px[i] = new UnityEngine.Color32(20, 20, 20, 255); o.SetPixels32(px); o.SetPixels(0, 0, a.width, a.height, a.GetPixels()); o.SetPixels(a.width, 0, 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); } static int UniqueColors(string path) { var t = Load(path); if (t == null) return -1; var px = t.GetPixels32(); var set = new System.Collections.Generic.HashSet(); for (int i = 0; i < px.Length; i++) set.Add((px[i].r << 16) | (px[i].g << 8) | px[i].b); UnityEngine.Object.DestroyImmediate(t); return set.Count; } static void Stats(string label, System.Text.StringBuilder sb) { var rends = UnityEngine.Object.FindObjectsByType( UnityEngine.FindObjectsInactive.Exclude, UnityEngine.FindObjectsSortMode.None); var mats = new System.Collections.Generic.HashSet(); var shaders = new System.Collections.Generic.Dictionary(); long tris = 0; int slots = 0; int texMats = 0; for (int i = 0; i < rends.Length; i++) { var r = rends[i]; if (r is UnityEngine.ParticleSystemRenderer) continue; UnityEngine.Mesh mesh = null; var mf = r.GetComponent(); if (mf != null) mesh = mf.sharedMesh; var sk = r as UnityEngine.SkinnedMeshRenderer; if (sk != null) mesh = sk.sharedMesh; if (mesh != null) for (int s = 0; s < mesh.subMeshCount; s++) tris += mesh.GetIndexCount(s) / 3; var ms = r.sharedMaterials; for (int m = 0; m < ms.Length; m++) { if (ms[m] == null) continue; slots++; mats.Add(ms[m]); string sn = ms[m].shader != null ? ms[m].shader.name : "?"; int c; shaders.TryGetValue(sn, out c); shaders[sn] = c + 1; } } foreach (var m in mats) if ((m.HasProperty("_BaseMap") && m.GetTexture("_BaseMap") != null) || (m.HasProperty("_MainTex") && m.GetTexture("_MainTex") != null)) texMats++; var shs = new System.Text.StringBuilder(); foreach (var kv in shaders) shs.Append(kv.Key + " x" + kv.Value + " · "); sb.AppendLine(string.Format("[{0}] 렌더러 {1} · 슬롯 {2} · 고유 머티리얼 {3}(텍스처 사용 {4}) · 삼각형 {5:N0}", label, rends.Length, slots, mats.Count, texMats, tris)); sb.AppendLine(" 셰이더: " + shs.ToString()); sb.AppendLine(string.Format(" ambient={0} {1} · skybox={2} · 라이트 {3}", UnityEngine.RenderSettings.ambientMode, UnityEngine.RenderSettings.ambientSkyColor, UnityEngine.RenderSettings.skybox != null ? UnityEngine.RenderSettings.skybox.name : "없음", UnityEngine.Object.FindObjectsByType(UnityEngine.FindObjectsInactive.Exclude, UnityEngine.FindObjectsSortMode.None).Length)); } }