// WL-816j2 — ⑦ 격자선을 「금 간 유리」가 아니게: FoamColor 후보 + 무늬를 더 잘게 (PD 구도) using System.Collections; using System.Text; using UnityEngine; public static class WL816j2_Sweep2 { public const string D = "Screenshots_WL/WL816j2/"; public static void Start() { var go = GameObject.Find("~WL816j2S2"); if (go != null) Object.DestroyImmediate(go); go = new GameObject("~WL816j2S2"); go.AddComponent(); } } public class WL816j2_Sweep2Runner : MonoBehaviour { static StringBuilder sb; static void L(string s) { sb.AppendLine(s); } const string D = WL816j2_Sweep2.D; const int PW = 1280, PH = 720; const string C_Light = "Color_1ec6cccf8ead489ebb917674f7e8b3b1"; const string C_Water = "Color_9af4ad59934f40d1ae6565e6ab22c45e"; const string C_Foam = "Color_e1f155248d144786a62fc1585ca21e9a"; const string C_FoamShadow = "Color_2323d69962e04c499c5d5f0925432b55"; const string R_Size = "Vector1_07238257334b4a149e675e2451801030"; const string R_Strength = "Vector1_99cc56b5c6fd474082f07f00a6df94f9"; const string R_Speed = "Vector1_8e22a98f75c94b218c49e6c4805e799d"; const string R_NoiseSpeed = "Vector1_ad7e0fcd37f44d68b68de6f06bb43b96"; 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; } static void Cell(Material m, float cellM) { float size = 1000f / (cellM * 6f); m.SetFloat(R_Size, size); m.SetFloat(R_Strength, 0.3085f / size); m.SetFloat(R_Speed, 0.8f * size / 1000f); m.SetFloat(R_NoiseSpeed, 0.8f * size / 1000f); } IEnumerator Co() { sb = new StringBuilder(); L("=== WL-816j2 ⑦ FoamColor 후보 + 무늬 잘게 ==="); 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); var soft = new Color(0.42f, 0.72f, 0.845f, 1f); var names = new[] { "0 Light 부드럽게(2.5 m)", "1 + FoamColor = 물색", "2 + FoamColor = 물색 · 1.5 m", "3 + FoamColor = 물색 · 1.0 m", "4 FoamColor 흰색 · 1.0 m", "5 + FoamColor = 물색 · 0.6 m", "6 FoamColor=물색 · Shadow=흰색 · Light=물색 · 1.0 m (선 최소)", }; for (int i = 0; i < names.Length; i++) { var m = new Material(E); m.SetColor(C_Light, soft); if (i >= 1 && i != 4) m.SetColor(C_Foam, W); if (i == 2) Cell(m, 1.5f); if (i == 3 || i == 4) Cell(m, 1.0f); if (i == 5) Cell(m, 0.6f); if (i == 6) { Cell(m, 1.0f); m.SetColor(C_Foam, W); m.SetColor(C_FoamShadow, Color.white); m.SetColor(C_Light, W); } water.sharedMaterial = m; yield return null; yield return new WaitForSeconds(0.25f); L(names[i] + " · " + Shot(live, D + "n_s2_" + i + ".png")); } Done(); } void Done() { System.IO.File.WriteAllText("AgentScripts/WL816j2_SWEEP2.txt", sb.ToString()); Debug.Log("[816j2 sweep2]\n" + sb); } }