Remove : 불필요 스크립트 제거

This commit is contained in:
qsxft258@gmail.com 2025-08-24 19:21:17 +09:00
parent 7bb4cb5c00
commit 4bf67212e1
7 changed files with 0 additions and 418 deletions

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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"
}

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using UnityEngine;
using PlanarReflections5;
/// <summary>
/// NiloToon Environment 셰이더와 PIDI Planar Reflections 5를 연동하는 브리지 스크립트
/// </summary>
[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<PlanarReflectionRenderer>();
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;
}
}
/// <summary>
/// 특정 재질에 반사 설정을 적용합니다.
/// </summary>
/// <param name="material">적용할 재질</param>
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");
}
}
/// <summary>
/// 씬의 모든 NiloToon Environment 재질에 설정을 적용합니다.
/// </summary>
public void ApplyToAllNiloToonMaterials()
{
Renderer[] renderers = FindObjectsOfType<Renderer>();
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<PlanarReflectionRenderer>();
bridge.AddComponent<NiloToonPlanarReflectionBridge>();
UnityEditor.Selection.activeGameObject = bridge;
UnityEditor.EditorGUIUtility.PingObject(bridge);
Debug.Log("NiloToon Planar Reflection Bridge가 생성되었습니다!");
}
#endif
}

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