// WL-816k — ③ 데모 물 셰이더 값 맞추기 (PD 구도 · 🔴 거리 15 m 강제) // A) _FoamScale 스윕 (UV 기반 — 섬 물 평면이 데모의 100배) // B) _Bands 스윕 (깊이 밴딩 = 섬과 만나는 선의 반응) // C) _Color 스윕 (814t 톤) // 측정: 바다색 · 무늬 σ · 밝은 픽셀 · 🔴 물가Δ(물가 밝기 − 먼 바다 밝기 = 섬에 반응하는가) using System.Collections; using System.Text; using UnityEngine; using UnityEngine.Rendering.Universal; using UnityEngine.SceneManagement; using WL.Look.Farm; public static class WL816k_Tune { public const string D = "Screenshots_WL/WL816k/"; public const int PW = 1280, PH = 720; public const string MatDir = "Assets/WL/Look/Farm/Materials/"; public static void Open() { UnityEditor.SceneManagement.EditorSceneManager.OpenScene( "Assets/Scenes/InGame.unity", UnityEditor.SceneManagement.OpenSceneMode.Single); } public static void Start() { var go = GameObject.Find("~WL816kT"); if (go != null) Object.DestroyImmediate(go); go = new GameObject("~WL816kT"); go.AddComponent(); } public static Texture2D Grab(Camera cam, int w, int h) { var rt = new RenderTexture(w, h, 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(w, h, TextureFormat.RGB24, false); t.ReadPixels(new Rect(0, 0, w, h), 0, 0); t.Apply(); RenderTexture.active = pA; cam.targetTexture = pT; rt.Release(); Object.DestroyImmediate(rt); return t; } static float Lum(Color32 c) { return (0.299f * c.r + 0.587f * c.g + 0.114f * c.b) / 255f; } /// PD 구도 캡처 + 지표. shoreRows != 0 이면 물가Δ 도 잰다(확대 카메라용). public static string Shot(Camera cam, string path, int w, int h, bool shoreMetric) { System.IO.Directory.CreateDirectory(System.IO.Path.GetDirectoryName(path)); var t = Grab(cam, w, h); System.IO.File.WriteAllBytes(path, t.EncodeToPNG()); var px = t.GetPixels32(); long r = 0, g = 0, b = 0; int n = 0; double sum = 0, sum2 = 0; int xm = Mathf.Min(340, w), ym = Mathf.Min(320, h); for (int y = 20; y < ym; y += 2) for (int x = 20; x < xm; x += 2) { var c = px[y * w + x]; r += c.r; g += c.g; b += c.b; n++; float l = Lum(c); sum += l; sum2 += l * l; } double mean = n > 0 ? sum / n : 0; double sd = n > 0 ? System.Math.Sqrt(System.Math.Max(0, sum2 / n - mean * mean)) : 0; int fn = 0, tot = 0; long fr = 0, fg = 0, fb = 0; int y1 = (int)(h * 0.55f); for (int y = 0; y < y1; y++) for (int x = 0; x < w; x += 2) { var c = px[y * w + x]; tot++; if (c.r > 200 && c.g > 195 && c.b > 195) { fr += c.r; fg += c.g; fb += c.b; fn++; } } string extra = ""; if (shoreMetric) { // 🔴 물가Δ — 섬과 맞닿은 띠(위쪽 물)와 먼 바다(아래쪽 물)의 밝기 차 double a = 0; int an = 0, bn2 = 0; double b2 = 0; for (int y = 300; y < 350; y++) for (int x = 100; x < w - 100; x += 2) { a += Lum(px[y * w + x]); an++; } for (int y = 20; y < 70; y++) for (int x = 100; x < w - 100; x += 2) { b2 += Lum(px[y * w + x]); bn2++; } double na = an > 0 ? a / an : 0, nb = bn2 > 0 ? b2 / bn2 : 0; extra = " · 물가Δ " + (na - nb).ToString("F4") + "(물가 " + na.ToString("F3") + " 먼바다 " + nb.ToString("F3") + ")"; } Object.DestroyImmediate(t); string foam = fn == 0 ? "밝음 0%" : "밝음 " + (100f * fn / tot).ToString("F2") + "% #" + ((int)(fr / fn)).ToString("X2") + ((int)(fg / fn)).ToString("X2") + ((int)(fb / fn)).ToString("X2"); return "바다 #" + ((int)(r / n)).ToString("X2") + ((int)(g / n)).ToString("X2") + ((int)(b / n)).ToString("X2") + " σ=" + sd.ToString("F4") + " · " + foam + extra; } /// 세로 스트립 — div 로 축소해서 저장(읽기 비용 절감). public static void Strip(string[] paths, string outPath, int div) { var ts = new Texture2D[paths.Length]; int w = 0, h = 0; for (int i = 0; i < paths.Length; i++) { if (!System.IO.File.Exists(paths[i])) return; ts[i] = new Texture2D(2, 2, TextureFormat.RGB24, false); ts[i].LoadImage(System.IO.File.ReadAllBytes(paths[i])); w = Mathf.Max(w, ts[i].width / div); h += ts[i].height / div; } var o = new Texture2D(w, h, TextureFormat.RGB24, false); var f = new Color32[w * h]; for (int i = 0; i < f.Length; i++) f[i] = new Color32(24, 24, 28, 255); o.SetPixels32(f); int yo = h; for (int i = 0; i < ts.Length; i++) { int sw = ts[i].width / div, sh = ts[i].height / div; var src = ts[i].GetPixels32(); int fw = ts[i].width; var dst = new Color32[sw * sh]; for (int y = 0; y < sh; y++) for (int x = 0; x < sw; x++) { int rr = 0, gg = 0, bb = 0; for (int dy = 0; dy < div; dy++) for (int dx = 0; dx < div; dx++) { var c = src[(y * div + dy) * fw + (x * div + dx)]; rr += c.r; gg += c.g; bb += c.b; } int q = div * div; dst[y * sw + x] = new Color32((byte)(rr / q), (byte)(gg / q), (byte)(bb / q), 255); } yo -= sh; o.SetPixels32(0, yo, sw, sh, dst); } o.Apply(); System.IO.Directory.CreateDirectory(System.IO.Path.GetDirectoryName(outPath)); System.IO.File.WriteAllBytes(outPath, o.EncodeToPNG()); Object.DestroyImmediate(o); for (int i = 0; i < ts.Length; i++) Object.DestroyImmediate(ts[i]); } } public class WL816k_TuneRunner : MonoBehaviour { static StringBuilder sb; static void L(string s) { sb.AppendLine(s); } const string D = WL816k_Tune.D; const string MatDir = WL816k_Tune.MatDir; const int PW = WL816k_Tune.PW, PH = WL816k_Tune.PH; Camera live, zoom; Renderer water; MeshRenderer band; Material Demo; void Start() { StartCoroutine(Co()); } IEnumerator Co() { sb = new StringBuilder(); L("=== WL-816k ③ 데모 물 값 맞추기 (PD 구도 · 거리 15 m 강제) ==="); var op = SceneManager.LoadSceneAsync("Level01", LoadSceneMode.Additive); while (op != null && !op.isDone) yield return null; for (int i = 0; i < 8; i++) yield return new WaitForSeconds(1f); foreach (var r in Object.FindObjectsByType(FindObjectsInactive.Exclude, FindObjectsSortMode.None)) if (r != null && r.gameObject.scene.name == "Level01" && r.name == "Water") water = r; 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; } var foam = Object.FindFirstObjectByType(FindObjectsInactive.Include); band = foam != null ? foam.GetComponent() : null; if (water == null || live == null) { L("🔴 물/카메라 없음"); Done(); yield break; } // 🔴 PD 구도 = 45° · fov 60 · 거리 15 m (Lead 가 오늘 당긴 값) L("카메라 [전] pos=" + live.transform.position.ToString("F2") + " 거리 " + live.transform.position.magnitude.ToString("F1") + " m"); float d = 15f, k = d * 0.70710678f; live.transform.position = new Vector3(0f, k, -k); live.transform.rotation = Quaternion.Euler(45f, 0f, 0f); live.fieldOfView = 60f; yield return null; L("카메라 [후] pos=" + live.transform.position.ToString("F2") + " 각=" + live.transform.eulerAngles.ToString("F0") + " fov=" + live.fieldOfView + " · 거리 " + live.transform.position.magnitude.ToString("F1") + " m"); var E = UnityEditor.AssetDatabase.LoadAssetAtPath(MatDir + "Farm_Water_WL_E.mat"); Demo = UnityEditor.AssetDatabase.LoadAssetAtPath(MatDir + "Farm_Water_Demo.mat"); L("물 mat 지금 " + water.sharedMaterial.name + " q" + water.sharedMaterial.renderQueue + " · Demo q" + (Demo == null ? "?" : Demo.renderQueue.ToString())); var zgo = new GameObject("~WL816kTZ"); zgo.hideFlags = HideFlags.DontSave; zoom = zgo.AddComponent(); zoom.fieldOfView = 34f; zoom.nearClipPlane = 0.1f; zoom.farClipPlane = 2000f; zoom.clearFlags = CameraClearFlags.Skybox; zoom.cullingMask = ~0; zoom.depth = -100f; zgo.AddComponent().renderPostProcessing = true; Bounds bb = band != null ? band.bounds : new Bounds(Vector3.zero, new Vector3(16, 1, 16)); zgo.transform.position = new Vector3(bb.center.x, 3.2f, bb.min.z - 9f); zgo.transform.LookAt(new Vector3(bb.center.x, -1f, bb.min.z + 2f)); // 기준 = 지금 물 E + 띠 on / off L(""); L("0) 기준"); yield return One(E, true, "t0_now_band", " 지금(물 E · 띠 on) "); yield return One(E, false, "t0_now_noband", " 지금(물 E · 띠 off)"); // ── A) _FoamScale 스윕 ──────────────────────────────── L(""); L("A) _FoamScale (거품 노이즈 = UV 기반 · 섬 물 평면은 데모의 100배) · _Bands 78.52 고정"); float[] fsA = { 50f, 250f, 800f, 2500f }; var pa = new string[fsA.Length]; for (int i = 0; i < fsA.Length; i++) { var m = V(_ => { }); m.SetFloat("_FoamScale", fsA[i]); pa[i] = D + "tA" + (i + 1) + "_zoom.png"; yield return One(m, false, "tA" + (i + 1), " _FoamScale " + fsA[i] + " "); } WL816k_Tune.Strip(pa, D + "sA_foamscale.png", 2); // ── B) _Bands 스윕 ─────────────────────────────────── L(""); L("B) _Bands (깊이 밴딩 = 섬과 만나는 선의 반응) · _FoamScale 800 고정"); float[] bsB = { 78.52f, 400f, 1500f, 5000f }; var pb = new string[bsB.Length]; for (int i = 0; i < bsB.Length; i++) { var m = V(_ => { }); m.SetFloat("_FoamScale", 800f); m.SetFloat("_Bands", bsB[i]); pb[i] = D + "tB" + (i + 1) + "_zoom.png"; yield return One(m, false, "tB" + (i + 1), " _Bands " + bsB[i] + " "); } WL816k_Tune.Strip(pb, D + "sB_bands.png", 2); // ── C) _Color 스윕 (814t 톤) ───────────────────────── L(""); L("C) _Color (814t 톤 · 쨍한 원색 금지) · _FoamScale 800 · _Bands 78.52"); var cols = new[] { new Color(0.298f, 0.800f, 1.000f, 0.573f), // 데모 원본 new Color(0.360f, 0.690f, 0.820f, 0.573f), // 816h WaterColor new Color(0.300f, 0.600f, 0.780f, 0.700f), // 더 짙게 new Color(0.420f, 0.720f, 0.845f, 0.500f), // 더 밝게 }; var pc = new string[cols.Length]; var pcPD = new string[cols.Length]; for (int i = 0; i < cols.Length; i++) { var m = V(_ => { }); m.SetFloat("_FoamScale", 800f); m.SetColor("_Color", cols[i]); pc[i] = D + "tC" + (i + 1) + "_zoom.png"; pcPD[i] = D + "tC" + (i + 1) + ".png"; yield return One(m, false, "tC" + (i + 1), " _Color " + cols[i].ToString("F3") + " "); } WL816k_Tune.Strip(pc, D + "sC_color_zoom.png", 2); WL816k_Tune.Strip(pcPD, D + "sC_color_pd.png", 2); Object.DestroyImmediate(zgo); water.sharedMaterial = E; if (band != null) band.enabled = true; Done(); } Material V(System.Action f) { var m = new Material(Demo); f(m); return m; } IEnumerator One(Material m, bool bandOn, string tag, string note) { water.sharedMaterial = m; if (band != null) band.enabled = bandOn; yield return null; yield return new WaitForSeconds(0.3f); L(note + "PD " + WL816k_Tune.Shot(live, D + tag + ".png", PW, PH, false)); L(new string(' ', note.Length) + "물가 " + WL816k_Tune.Shot(zoom, D + tag + "_zoom.png", PW, PH, true)); } void Done() { System.IO.File.WriteAllText("AgentScripts/WL816k_TUNE.txt", sb.ToString()); Debug.Log("[816k tune]\n" + sb); } }