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deleted file mode 100644
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diff --git a/Assets/Scripts/NiloToonEnvironmentReflectionDemo.shader b/Assets/Scripts/NiloToonEnvironmentReflectionDemo.shader
deleted file mode 100644
index 6ac9bfc1..00000000
--- a/Assets/Scripts/NiloToonEnvironmentReflectionDemo.shader
+++ /dev/null
@@ -1,179 +0,0 @@
-Shader "NiloToon/Environment/Reflection Demo"
-{
- Properties
- {
- [Header(Base Properties)]
- _BaseMap ("Base Map", 2D) = "white" {}
- _BaseColor ("Base Color", Color) = (1, 1, 1, 1)
-
- [Header(Surface Properties)]
- _Metallic ("Metallic", Range(0, 1)) = 0.5
- _Smoothness ("Smoothness", Range(0, 1)) = 0.5
-
- [Header(Normal)]
- _BumpMap ("Normal Map", 2D) = "bump" {}
- _BumpScale ("Normal Scale", Float) = 1.0
-
- [Header(Planar Reflection)]
- [Toggle] _EnablePlanarReflection ("Enable Planar Reflection", Float) = 1
- _ReflectionIntensity ("Reflection Intensity", Range(0, 2)) = 1.0
- _ReflectionTintColor ("Reflection Tint", Color) = (1, 1, 1, 1)
- _ReflectionFresnel ("Fresnel Power", Range(0.1, 5)) = 1.5
- _ReflectionDistortion ("Distortion", Range(0, 0.1)) = 0.02
- _ReflectionDepthFade ("Depth Fade", Range(0, 10)) = 1.0
- _ReflectionBlurRadius ("Blur Radius", Range(0, 2)) = 0.5
-
- [Header(Advanced)]
- _Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5
-
- // Unity Standard Properties
- _Surface ("Surface Type", Float) = 0.0
- }
-
- SubShader
- {
- Tags
- {
- "RenderType" = "Opaque"
- "RenderPipeline" = "UniversalPipeline"
- "Queue" = "Geometry"
- }
-
- LOD 300
-
- Pass
- {
- Name "ForwardLit"
- Tags { "LightMode" = "UniversalForward" }
-
- HLSLPROGRAM
- #pragma target 3.0
-
- // Universal Pipeline keywords
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
- #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
- #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile_fragment _ _SHADOWS_SOFT
- #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
- #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
- #pragma multi_compile_fog
-
- // Material keywords
- #pragma shader_feature_local _NORMALMAP
- #pragma shader_feature_local _METALLICSPECGLOSSMAP
- #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #pragma shader_feature_local _OCCLUSIONMAP
- #pragma shader_feature_local _EMISSION
- #pragma shader_feature_local _ALPHATEST_ON
- #pragma shader_feature_local _ALPHAPREMULTIPLY_ON
- #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
-
- // Custom keywords for reflection
- #pragma shader_feature_local _ENABLE_PLANAR_REFLECTION
- #pragma shader_feature_local _REFLECTION_DEPTH_FADE
-
- // Instancing
- #pragma multi_compile_instancing
- #pragma multi_compile _ DOTS_INSTANCING_ON
-
- #pragma vertex LitPassVertex
- #pragma fragment LitPassFragment
-
- // Include URP Lit shaders (NiloToon extension will be applied globally)
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
-
- ENDHLSL
- }
-
- // Shadow Caster Pass
- Pass
- {
- Name "ShadowCaster"
- Tags { "LightMode" = "ShadowCaster" }
-
- ZWrite On
- ZTest LEqual
- ColorMask 0
- Cull[_Cull]
-
- HLSLPROGRAM
- #pragma target 2.0
-
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
-
- #pragma multi_compile_instancing
- #pragma multi_compile _ DOTS_INSTANCING_ON
-
- #pragma vertex ShadowPassVertex
- #pragma fragment ShadowPassFragment
-
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
- ENDHLSL
- }
-
- // Depth Only Pass
- Pass
- {
- Name "DepthOnly"
- Tags { "LightMode" = "DepthOnly" }
-
- ZWrite On
- ColorMask 0
- Cull[_Cull]
-
- HLSLPROGRAM
- #pragma target 2.0
-
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
-
- #pragma multi_compile_instancing
- #pragma multi_compile _ DOTS_INSTANCING_ON
-
- #pragma vertex DepthOnlyVertex
- #pragma fragment DepthOnlyFragment
-
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
- ENDHLSL
- }
-
- // Meta Pass (for Lightmapping)
- Pass
- {
- Name "Meta"
- Tags { "LightMode" = "Meta" }
-
- Cull Off
-
- HLSLPROGRAM
- #pragma target 2.0
-
- #pragma shader_feature EDITOR_VISUALIZATION
- #pragma shader_feature_local_fragment _SPECULAR_SETUP
- #pragma shader_feature_local_fragment _EMISSION
- #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- #pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
-
- #pragma vertex UniversalVertexMeta
- #pragma fragment UniversalFragmentMeta
-
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
-
- ENDHLSL
- }
- }
-
- CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader"
- Fallback "Hidden/Universal Render Pipeline/FallbackError"
-}
diff --git a/Assets/Scripts/NiloToonEnvironmentReflectionDemo.shader.meta b/Assets/Scripts/NiloToonEnvironmentReflectionDemo.shader.meta
deleted file mode 100644
index e27f56c2..00000000
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diff --git a/Assets/Scripts/NiloToonPlanarReflectionBridge.cs b/Assets/Scripts/NiloToonPlanarReflectionBridge.cs
deleted file mode 100644
index edf6f714..00000000
--- a/Assets/Scripts/NiloToonPlanarReflectionBridge.cs
+++ /dev/null
@@ -1,202 +0,0 @@
-using UnityEngine;
-using PlanarReflections5;
-
-///
-/// NiloToon Environment 셰이더와 PIDI Planar Reflections 5를 연동하는 브리지 스크립트
-///
-[System.Serializable]
-public class NiloToonReflectionSettings
-{
- [Header("Reflection Control")]
- [Range(0f, 1f)]
- public float reflectionIntensity = 1.0f;
-
- [ColorUsage(false)]
- public Color reflectionTintColor = Color.white;
-
- [Range(0.1f, 5f)]
- public float fresnelPower = 1.5f;
-
- [Range(0f, 0.1f)]
- public float distortionStrength = 0.02f;
-
- [Range(0f, 10f)]
- public float depthFade = 1.0f;
-
- [Range(0f, 2f)]
- public float blurRadius = 0.5f;
-
- [Header("Advanced")]
- public bool enableReflection = true;
- public bool useDepthFade = false;
- public LayerMask reflectionLayers = -1;
-}
-
-[RequireComponent(typeof(PlanarReflectionRenderer))]
-public class NiloToonPlanarReflectionBridge : MonoBehaviour
-{
- [Header("NiloToon Integration Settings")]
- public NiloToonReflectionSettings reflectionSettings = new NiloToonReflectionSettings();
-
- [Header("Shader Keywords")]
- [SerializeField] private bool enableReflectionDepthFade = false;
-
- private PlanarReflectionRenderer planarRenderer;
- private Camera[] monitoredCameras;
-
- // 셰이더 프로퍼티 IDs (성능 최적화)
- private static readonly int EnablePlanarReflectionID = Shader.PropertyToID("_EnablePlanarReflection");
- private static readonly int ReflectionIntensityID = Shader.PropertyToID("_ReflectionIntensity");
- private static readonly int ReflectionTintColorID = Shader.PropertyToID("_ReflectionTintColor");
- private static readonly int ReflectionFresnelID = Shader.PropertyToID("_ReflectionFresnel");
- private static readonly int ReflectionDistortionID = Shader.PropertyToID("_ReflectionDistortion");
- private static readonly int ReflectionDepthFadeID = Shader.PropertyToID("_ReflectionDepthFade");
- private static readonly int ReflectionBlurRadiusID = Shader.PropertyToID("_ReflectionBlurRadius");
-
- private void Awake()
- {
- planarRenderer = GetComponent();
- if (planarRenderer == null)
- {
- Debug.LogError("NiloToonPlanarReflectionBridge requires PlanarReflectionRenderer component!");
- enabled = false;
- return;
- }
- }
-
- private void Start()
- {
- // 초기 설정 적용
- UpdateShaderProperties();
- UpdateShaderKeywords();
- }
-
- private void Update()
- {
- // 실시간으로 셰이더 프로퍼티 업데이트
- UpdateShaderProperties();
-
- // 카메라 변경 감지 및 업데이트
- if (monitoredCameras == null || monitoredCameras.Length != Camera.allCamerasCount)
- {
- UpdateCameraReferences();
- }
- }
-
- private void UpdateShaderProperties()
- {
- // Global 셰이더 프로퍼티 업데이트
- Shader.SetGlobalFloat(EnablePlanarReflectionID, reflectionSettings.enableReflection ? 1.0f : 0.0f);
- Shader.SetGlobalFloat(ReflectionIntensityID, reflectionSettings.reflectionIntensity);
- Shader.SetGlobalVector(ReflectionTintColorID, new Vector4(
- reflectionSettings.reflectionTintColor.r,
- reflectionSettings.reflectionTintColor.g,
- reflectionSettings.reflectionTintColor.b,
- reflectionSettings.reflectionTintColor.a));
- Shader.SetGlobalFloat(ReflectionFresnelID, reflectionSettings.fresnelPower);
- Shader.SetGlobalFloat(ReflectionDistortionID, reflectionSettings.distortionStrength);
- Shader.SetGlobalFloat(ReflectionDepthFadeID, reflectionSettings.depthFade);
- Shader.SetGlobalFloat(ReflectionBlurRadiusID, reflectionSettings.blurRadius);
- }
-
- private void UpdateShaderKeywords()
- {
- // 셰이더 키워드 업데이트
- if (enableReflectionDepthFade && reflectionSettings.useDepthFade)
- {
- Shader.EnableKeyword("_REFLECTION_DEPTH_FADE");
- }
- else
- {
- Shader.DisableKeyword("_REFLECTION_DEPTH_FADE");
- }
- }
-
- private void UpdateCameraReferences()
- {
- monitoredCameras = new Camera[Camera.allCamerasCount];
- Camera.GetAllCameras(monitoredCameras);
-
- // Planar Reflection 설정을 카메라별로 동기화
- if (planarRenderer != null && planarRenderer.Settings != null)
- {
- planarRenderer.Settings.reflectLayers = reflectionSettings.reflectionLayers;
- planarRenderer.Settings.renderDepth = reflectionSettings.useDepthFade;
- }
- }
-
- ///
- /// 특정 재질에 반사 설정을 적용합니다.
- ///
- /// 적용할 재질
- public void ApplyToMaterial(Material material)
- {
- if (material == null) return;
-
- material.SetFloat(EnablePlanarReflectionID, reflectionSettings.enableReflection ? 1.0f : 0.0f);
- material.SetFloat(ReflectionIntensityID, reflectionSettings.reflectionIntensity);
- material.SetVector(ReflectionTintColorID, new Vector4(
- reflectionSettings.reflectionTintColor.r,
- reflectionSettings.reflectionTintColor.g,
- reflectionSettings.reflectionTintColor.b,
- reflectionSettings.reflectionTintColor.a));
- material.SetFloat(ReflectionFresnelID, reflectionSettings.fresnelPower);
- material.SetFloat(ReflectionDistortionID, reflectionSettings.distortionStrength);
- material.SetFloat(ReflectionDepthFadeID, reflectionSettings.depthFade);
- material.SetFloat(ReflectionBlurRadiusID, reflectionSettings.blurRadius);
-
- // 키워드 설정
- if (enableReflectionDepthFade && reflectionSettings.useDepthFade)
- {
- material.EnableKeyword("_REFLECTION_DEPTH_FADE");
- }
- else
- {
- material.DisableKeyword("_REFLECTION_DEPTH_FADE");
- }
- }
-
- ///
- /// 씬의 모든 NiloToon Environment 재질에 설정을 적용합니다.
- ///
- public void ApplyToAllNiloToonMaterials()
- {
- Renderer[] renderers = FindObjectsOfType();
- foreach (Renderer renderer in renderers)
- {
- foreach (Material mat in renderer.materials)
- {
- // NiloToon Environment 셰이더인지 확인 (이름으로 판별)
- if (mat.shader.name.Contains("NiloToon") && mat.shader.name.Contains("Environment"))
- {
- ApplyToMaterial(mat);
- }
- }
- }
- }
-
- private void OnValidate()
- {
- // Inspector에서 값이 변경될 때 실시간 업데이트
- if (Application.isPlaying)
- {
- UpdateShaderProperties();
- UpdateShaderKeywords();
- }
- }
-
- #if UNITY_EDITOR
- [UnityEditor.MenuItem("Tools/NiloToon/Create Planar Reflection Bridge")]
- private static void CreateBridge()
- {
- GameObject bridge = new GameObject("NiloToon Planar Reflection Bridge");
- bridge.AddComponent();
- bridge.AddComponent();
-
- UnityEditor.Selection.activeGameObject = bridge;
- UnityEditor.EditorGUIUtility.PingObject(bridge);
-
- Debug.Log("NiloToon Planar Reflection Bridge가 생성되었습니다!");
- }
- #endif
-}
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deleted file mode 100644
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diff --git a/Assets/Scripts/NiloToon_PlanarReflection_사용법.md b/Assets/Scripts/NiloToon_PlanarReflection_사용법.md
deleted file mode 100644
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deleted file mode 100644
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