Add : 아이시아 퍼포먼스 비디오 파일 추가

This commit is contained in:
qsxft258@gmail.com 2025-08-26 22:28:29 +09:00
parent a5d468a305
commit 0696269465
991 changed files with 96158 additions and 1 deletions

1
.gitattributes vendored
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@ -68,3 +68,4 @@
*.asset filter=lfs diff=lfs merge=lfs -text
*.vrm filter=lfs diff=lfs merge=lfs -text
*.bytes filter=lfs diff=lfs merge=lfs -text
*.skp filter=lfs diff=lfs merge=lfs -text

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@ -17,8 +17,10 @@ namespace UnityEditor.Rendering.Universal.ShaderGUI
//=======================================================================
private LitSplatGUI.LitProperties litSplatProperties;
private LitScreenSpaceOutlineGUI.LitProperties litScreenSpaceOutlineProperties;
private LitBillboardGUI.LitProperties litBillboardProperties;
private SavedBool m_SplatInputsFolder;
private SavedBool m_ScreenSpaceOutlineInputsFolder;
private SavedBool m_BillboardInputsFolder;
//=======================================================================
// NiloToon added (to support URP 12):
@ -31,6 +33,7 @@ namespace UnityEditor.Rendering.Universal.ShaderGUI
//=======================================================================
materialScopesList.RegisterHeaderScope(LitSplatGUI.Styles.splatInputs, Expandable.Details, _ => LitSplatGUI.DoSplatArea(litSplatProperties, materialEditor));
materialScopesList.RegisterHeaderScope(LitScreenSpaceOutlineGUI.Styles.outlineInputs, Expandable.Details, _ => LitScreenSpaceOutlineGUI.DoScreenSpaceOutlineArea(litScreenSpaceOutlineProperties, materialEditor));
materialScopesList.RegisterHeaderScope(LitBillboardGUI.Styles.billboardInputs, Expandable.Details, _ => LitBillboardGUI.DoBillboardArea(litBillboardProperties, materialEditor));
//=======================================================================
}
//=======================================================================
@ -46,6 +49,7 @@ namespace UnityEditor.Rendering.Universal.ShaderGUI
//=======================================================================
litSplatProperties = new LitSplatGUI.LitProperties(properties);
litScreenSpaceOutlineProperties = new LitScreenSpaceOutlineGUI.LitProperties(properties);
litBillboardProperties = new LitBillboardGUI.LitProperties(properties);
//=======================================================================
}
@ -533,6 +537,98 @@ namespace UnityEditor.Rendering.Universal.ShaderGUI
*/
}
}
internal class LitBillboardGUI
{
public static class Styles
{
public static readonly GUIContent billboardInputs = new GUIContent("Billboard Inputs",
"These settings let you enable billboard effect on the object.");
public static readonly GUIContent billboardEnable = new GUIContent("Enable Billboard",
"Enable or disable the billboard effect that makes the object always face the camera.");
public static readonly GUIContent unlitMode = new GUIContent("Unlit Mode",
"When enabled, the material ignores all lighting and uses only the base color.");
public static readonly GUIContent brightnessMultiplier = new GUIContent("Brightness Multiplier",
"Controls the overall brightness of the material. Values above 1 make it brighter, below 1 make it darker.");
public static readonly GUIContent billboardCullMode = new GUIContent("Billboard Cull Mode",
"Controls which faces to render. Off = Both sides, Back = Front faces only, Front = Back faces only.");
public static readonly string[] cullModeNames = { "Off (Both Sides)", "Front", "Back" };
}
public struct LitProperties
{
public MaterialProperty billboardEnable;
public MaterialProperty unlitMode;
public MaterialProperty brightnessMultiplier;
public MaterialProperty billboardCullMode;
public LitProperties(MaterialProperty[] properties)
{
billboardEnable = BaseShaderGUI.FindProperty("_BillboardEnable", properties, false);
unlitMode = BaseShaderGUI.FindProperty("_UnlitMode", properties, false);
brightnessMultiplier = BaseShaderGUI.FindProperty("_BrightnessMultiplier", properties, false);
billboardCullMode = BaseShaderGUI.FindProperty("_BillboardCullMode", properties, false);
}
}
public static void DoBillboardArea(LitProperties properties, MaterialEditor materialEditor)
{
// Toggle for billboard enable/disable
if (properties.billboardEnable != null)
{
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = properties.billboardEnable.hasMixedValue;
bool enabled = EditorGUILayout.Toggle(Styles.billboardEnable, properties.billboardEnable.floatValue > 0.5f);
if (EditorGUI.EndChangeCheck())
properties.billboardEnable.floatValue = enabled ? 1.0f : 0.0f;
EditorGUI.showMixedValue = false;
}
// Toggle for unlit mode
if (properties.unlitMode != null)
{
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = properties.unlitMode.hasMixedValue;
bool unlitEnabled = EditorGUILayout.Toggle(Styles.unlitMode, properties.unlitMode.floatValue > 0.5f);
if (EditorGUI.EndChangeCheck())
properties.unlitMode.floatValue = unlitEnabled ? 1.0f : 0.0f;
EditorGUI.showMixedValue = false;
}
// Brightness multiplier slider
if (properties.brightnessMultiplier != null)
{
materialEditor.ShaderProperty(properties.brightnessMultiplier, Styles.brightnessMultiplier);
}
// Billboard cull mode dropdown
if (properties.billboardCullMode != null)
{
EditorGUI.BeginChangeCheck();
int cullMode = (int)properties.billboardCullMode.floatValue;
cullMode = EditorGUILayout.Popup(Styles.billboardCullMode, cullMode, Styles.cullModeNames);
if (EditorGUI.EndChangeCheck())
{
properties.billboardCullMode.floatValue = cullMode;
// Update the main Cull property
foreach (Material mat in materialEditor.targets)
{
mat.SetInt("_Cull", cullMode);
}
}
}
}
public static void SetMaterialKeywords(Material material)
{
// Currently no keywords needed for billboard functionality
}
}
//=====================================================================================================================================
// direct copy from URP10.5.1's LitDetailGUI.cs (no edit)

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@ -114,6 +114,22 @@ Shader "Universal Render Pipeline/NiloToon/NiloToon_Environment"
_ScreenSpaceOutlineIntensity("_ScreenSpaceOutlineIntensity", Range(0,1)) = 1
[HDR]_ScreenSpaceOutlineColor("_ScreenSpaceOutlineColor", Color) = (1,1,1,1)
_ScreenSpaceOutlineWidth("_ScreenSpaceOutlineWidth", Float) = 1
////////////////////////////////////////////////////////////////////
// Billboard
////////////////////////////////////////////////////////////////////
[ToggleUI] _BillboardEnable("Enable Billboard", Float) = 0.0
////////////////////////////////////////////////////////////////////
// Brightness Control
////////////////////////////////////////////////////////////////////
[ToggleUI] _UnlitMode("Unlit Mode", Float) = 0.0
_BrightnessMultiplier("Brightness Multiplier", Range(0.0, 5.0)) = 1.0
////////////////////////////////////////////////////////////////////
// Billboard Cull Mode
////////////////////////////////////////////////////////////////////
[Enum(UnityEngine.Rendering.CullMode)] _BillboardCullMode("Billboard Cull Mode", Float) = 0
//==========================================================================
// Blending state

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@ -26,6 +26,27 @@
// sampler2D _YourLocalTexture;
// float _YourLocalUniform; // will break SRP batching, because it is not inside CBUFFER_START(UnityPerMaterial)
// Billboard transformation functions (Y-axis constrained)
float3x3 CreateYAxisBillboardMatrix(float3 objectWorldPos)
{
// Calculate distance vector from object to camera
float3 dist = _WorldSpaceCameraPos - objectWorldPos;
// Calculate rotation angle around Y-axis only (cylindrical billboard)
float angle = atan2(dist.x, dist.z);
// Create Y-axis rotation matrix
float cosinus = cos(angle);
float sinus = sin(angle);
float3x3 rotMatrix;
rotMatrix[0] = float3(cosinus, 0, sinus); // Right vector
rotMatrix[1] = float3(0, 1, 0); // Up vector (Y-axis fixed)
rotMatrix[2] = float3(-sinus, 0, cosinus); // Forward vector
return rotMatrix;
}
void ApplyCustomUserLogicToVertexAttributeAtVertexShaderStart(inout Attributes attribute)
{
// edit vertex Attributes by your custom logic here
@ -36,6 +57,25 @@ void ApplyCustomUserLogicToVertexAttributeAtVertexShaderStart(inout Attributes a
// - (Object Space) Tangent
//attribute.positionOS *= 0.5; // example code, make environment mesh smaller
// Billboard transformation (Y-axis constrained)
if (_BillboardEnable > 0.5)
{
// Get object's world position (pivot point)
float3 objectWorldPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1)).xyz;
// Create Y-axis constrained billboard rotation matrix
float3x3 billboardMatrix = CreateYAxisBillboardMatrix(objectWorldPos);
// Apply billboard rotation to vertex position
attribute.positionOS.xyz = mul(billboardMatrix, attribute.positionOS.xyz);
// Transform normal to face the camera (Y-axis constrained)
attribute.normalOS = mul(billboardMatrix, attribute.normalOS);
// Transform tangent (Y-axis constrained)
attribute.tangentOS.xyz = mul(billboardMatrix, attribute.tangentOS.xyz);
}
}
void ApplyCustomUserLogicToVertexShaderOutputAtVertexShaderEnd(inout Varyings output, Attributes attribute)

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@ -505,7 +505,19 @@ void LitPassFragment(
inputData.bakedGI = lerp(inputData.bakedGI, _NiloToonGlobalEnviGIOverride.rgb, _NiloToonGlobalEnviGIOverride.a);
//==========================================================================================================================================================
half4 color = UniversalFragmentPBR(inputData, surfaceData);
half4 color;
//[NiloToon] add: Unlit mode check
if(_UnlitMode > 0.5)
{
// Unlit mode: just use albedo with brightness multiplier
color = half4(surfaceData.albedo * _BrightnessMultiplier, surfaceData.alpha);
}
else
{
// Normal lit mode
color = UniversalFragmentPBR(inputData, surfaceData);
}
//[NiloToon] add:
//==========================================================================================================================================================
@ -614,6 +626,12 @@ void LitPassFragment(
color.a = OutputAlpha(color.a, _Surface);
#endif
//[NiloToon] add: Brightness control for lit mode only
if(_UnlitMode <= 0.5)
{
color.rgb *= _BrightnessMultiplier;
}
outColor = color;
#ifdef _WRITE_RENDERING_LAYERS

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@ -85,6 +85,22 @@ float _ScreenSpaceOutlineIntensity;
half3 _ScreenSpaceOutlineColor;
float _ScreenSpaceOutlineWidth;
///////////////////////////////
// Billboard
///////////////////////////////
float _BillboardEnable;
///////////////////////////////
// Brightness Control
///////////////////////////////
float _UnlitMode;
half _BrightnessMultiplier;
///////////////////////////////
// Billboard Cull Mode
///////////////////////////////
float _BillboardCullMode;
//========================================
CBUFFER_END

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m_Offset: {x: 0, y: 0}
- _SplatMaskMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SplatNormalMapA:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SplatNormalMapB:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SplatNormalMapG:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SplatNormalMapR:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SplatPackedDataMapA:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SplatPackedDataMapB:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SplatPackedDataMapG:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SplatPackedDataMapR:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_Lightmaps:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_LightmapsInd:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_ShadowMasks:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats:
- _AddPrecomputedVelocity: 0
- _AlphaClip: 0
- _AlphaToMask: 0
- _BillboardEnable: 0
- _Blend: 0
- _BlendModePreserveSpecular: 1
- _BlendOp: 0
- _BumpScale: 1
- _ClearCoat: 0
- _ClearCoatMask: 0
- _ClearCoatSmoothness: 0
- _Cull: 0
- _Cutoff: 0.5
- _DetailAlbedoMapScale: 1
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _DstBlendAlpha: 0
- _EnvironmentReflections: 1
- _GlossMapScale: 1
- _Glossiness: 0.5
- _GlossyReflections: 1
- _Metallic: 0
- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _QueueOffset: 0
- _ReceiveShadows: 1
- _ScreenSpaceOutlineIntensity: 1
- _ScreenSpaceOutlineWidth: 1
- _Smoothness: 0
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SplatAlbedoMapATiling: 1
- _SplatAlbedoMapBTiling: 1
- _SplatAlbedoMapGTiling: 1
- _SplatAlbedoMapRTiling: 1
- _SplatHeightMultiplierA: 1
- _SplatHeightMultiplierB: 1
- _SplatHeightMultiplierG: 1
- _SplatHeightMultiplierR: 1
- _SplatMapFeatureOnOff: 0
- _SplatMaskBlendingSoftness: 0.5
- _SplatNormalMapIntensityA: 1
- _SplatNormalMapIntensityB: 1
- _SplatNormalMapIntensityG: 1
- _SplatNormalMapIntensityR: 1
- _SplatSmoothnessMultiplierA: 1
- _SplatSmoothnessMultiplierB: 1
- _SplatSmoothnessMultiplierG: 1
- _SplatSmoothnessMultiplierR: 1
- _SrcBlend: 1
- _SrcBlendAlpha: 1
- _Surface: 0
- _UVSec: 0
- _WorkflowMode: 1
- _XRMotionVectorsPass: 1
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 0.6938041, g: 0.73664695, b: 0.7764671, a: 1}
- _Color: {r: 0.6938041, g: 0.73664695, b: 0.7764671, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _ScreenSpaceOutlineColor: {r: 1, g: 1, b: 1, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
- _SplatAlbedoMapATintColor: {r: 1, g: 1, b: 1, a: 1}
- _SplatAlbedoMapBTintColor: {r: 1, g: 1, b: 1, a: 1}
- _SplatAlbedoMapGTintColor: {r: 1, g: 1, b: 1, a: 1}
- _SplatAlbedoMapRTintColor: {r: 1, g: 1, b: 1, a: 1}
m_BuildTextureStacks: []
m_AllowLocking: 1

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