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a/Assets/Scripts/Streamingle/StreamingleControl/Editor/EventControllerEditor.cs +++ b/Assets/Scripts/Streamingle/StreamingleControl/Editor/EventControllerEditor.cs @@ -127,6 +127,11 @@ public class EventControllerEditor : Editor downBtn.SetEnabled(index < controller.eventGroups.Count - 1); headerRow.Add(downBtn); + var duplicateBtn = new Button(() => DuplicateEvent(idx)) { text = "\u2398" }; + duplicateBtn.tooltip = "이벤트 복제"; + duplicateBtn.AddToClassList("list-reorder-btn"); + headerRow.Add(duplicateBtn); + var deleteBtn = new Button(() => DeleteEvent(idx)) { text = "X" }; deleteBtn.AddToClassList("list-delete-btn"); headerRow.Add(deleteBtn); @@ -165,6 +170,76 @@ public class EventControllerEditor : Editor RebuildEventList(); } + private void DuplicateEvent(int index) + { + serializedObject.Update(); + var listProp = serializedObject.FindProperty("eventGroups"); + + // 배열 끝에 새 요소 추가 후, 원본의 SerializedProperty 값을 복사 + int newIndex = listProp.arraySize; + listProp.InsertArrayElementAtIndex(newIndex); + + var srcElement = listProp.GetArrayElementAtIndex(index); + var dstElement = listProp.GetArrayElementAtIndex(newIndex); + + // groupName 복사 (접미사 추가) + var srcName = srcElement.FindPropertyRelative("groupName"); + var dstName = dstElement.FindPropertyRelative("groupName"); + dstName.stringValue = srcName.stringValue + " (복사)"; + + // UnityEvent persistent calls 복사 + var srcEvent = srcElement.FindPropertyRelative("unityEvent"); + var dstEvent = dstElement.FindPropertyRelative("unityEvent"); + CopySerializedProperty(srcEvent, dstEvent); + + serializedObject.ApplyModifiedProperties(); + EditorUtility.SetDirty(target); + RebuildEventList(); + } + + private void CopySerializedProperty(SerializedProperty src, SerializedProperty dst) + { + var srcCalls = src.FindPropertyRelative("m_PersistentCalls.m_Calls"); + var dstCalls = dst.FindPropertyRelative("m_PersistentCalls.m_Calls"); + if (srcCalls == null || dstCalls == null) return; + + dstCalls.ClearArray(); + for (int i = 0; i < srcCalls.arraySize; i++) + { + dstCalls.InsertArrayElementAtIndex(i); + var srcCall = srcCalls.GetArrayElementAtIndex(i); + var dstCall = dstCalls.GetArrayElementAtIndex(i); + + dstCall.FindPropertyRelative("m_Target").objectReferenceValue = + srcCall.FindPropertyRelative("m_Target").objectReferenceValue; + dstCall.FindPropertyRelative("m_MethodName").stringValue = + srcCall.FindPropertyRelative("m_MethodName").stringValue; + dstCall.FindPropertyRelative("m_Mode").intValue = + srcCall.FindPropertyRelative("m_Mode").intValue; + dstCall.FindPropertyRelative("m_CallState").intValue = + srcCall.FindPropertyRelative("m_CallState").intValue; + + // Arguments + var srcArgs = srcCall.FindPropertyRelative("m_Arguments"); + var dstArgs = dstCall.FindPropertyRelative("m_Arguments"); + if (srcArgs != null && dstArgs != null) + { + dstArgs.FindPropertyRelative("m_ObjectArgument").objectReferenceValue = + srcArgs.FindPropertyRelative("m_ObjectArgument").objectReferenceValue; + dstArgs.FindPropertyRelative("m_ObjectArgumentAssemblyTypeName").stringValue = + srcArgs.FindPropertyRelative("m_ObjectArgumentAssemblyTypeName").stringValue; + dstArgs.FindPropertyRelative("m_IntArgument").intValue = + srcArgs.FindPropertyRelative("m_IntArgument").intValue; + dstArgs.FindPropertyRelative("m_FloatArgument").floatValue = + srcArgs.FindPropertyRelative("m_FloatArgument").floatValue; + dstArgs.FindPropertyRelative("m_StringArgument").stringValue = + srcArgs.FindPropertyRelative("m_StringArgument").stringValue; + dstArgs.FindPropertyRelative("m_BoolArgument").boolValue = + srcArgs.FindPropertyRelative("m_BoolArgument").boolValue; + } + } + } + private void SwapEvents(int a, int b) { Undo.RecordObject(target, "Reorder Event Groups"); diff --git a/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust.meta b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust.meta new file mode 100644 index 000000000..87ec6ab82 --- /dev/null +++ b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0e170c0ef61802649a846b7d9faeeba0 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/Editor.meta b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/Editor.meta new file mode 100644 index 000000000..0fb23270c --- /dev/null +++ b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 65f6d8f0e8059054cbf61425189a1f30 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/Editor/NiloToonCharToneAdjustVolumeEditor.cs b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/Editor/NiloToonCharToneAdjustVolumeEditor.cs new file mode 100644 index 000000000..26335e6d7 --- /dev/null +++ b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/Editor/NiloToonCharToneAdjustVolumeEditor.cs @@ -0,0 +1,192 @@ +using UnityEngine; +using UnityEditor; +using UnityEditor.Rendering; +using UnityEngine.Rendering; + +namespace YAMO +{ + [CustomEditor(typeof(NiloToonCharToneAdjustVolume))] + sealed class NiloToonCharToneAdjustVolumeEditor : VolumeComponentEditor + { + // Lift Gamma Gain + SerializedDataParameter _lift; + SerializedDataParameter _gamma; + SerializedDataParameter _gain; + + // Shadows Midtones Highlights + SerializedDataParameter _shadows; + SerializedDataParameter _midtones; + SerializedDataParameter _highlights; + SerializedDataParameter _shadowsStart; + SerializedDataParameter _shadowsEnd; + SerializedDataParameter _highlightsStart; + SerializedDataParameter _highlightsEnd; + + // Color Adjustments + SerializedDataParameter _saturation; + SerializedDataParameter _postExposure; + + // Blend + SerializedDataParameter _blendAmount; + + // Auto Match (에디터 전용 설정) + float _brightnessStrength = 0.5f; + float _tintStrength = 0.5f; + float _saturationStrength = 0.5f; + bool _matchFoldout = true; + + readonly YAMOTrackballUIDrawer _trackball = new YAMOTrackballUIDrawer(); + + static class Styles + { + public static readonly GUIContent liftLabel = EditorGUIUtility.TrTextContent("Lift"); + public static readonly GUIContent gammaLabel = EditorGUIUtility.TrTextContent("Gamma"); + public static readonly GUIContent gainLabel = EditorGUIUtility.TrTextContent("Gain"); + public static readonly GUIContent shadowsLabel = EditorGUIUtility.TrTextContent("Shadows"); + public static readonly GUIContent midtonesLabel = EditorGUIUtility.TrTextContent("Midtones"); + public static readonly GUIContent highlightsLabel = EditorGUIUtility.TrTextContent("Highlights"); + } + + public override void OnEnable() + { + var o = new PropertyFetcher(serializedObject); + + _lift = Unpack(o.Find(x => x.lift)); + _gamma = Unpack(o.Find(x => x.gamma)); + _gain = Unpack(o.Find(x => x.gain)); + + _shadows = Unpack(o.Find(x => x.shadows)); + _midtones = Unpack(o.Find(x => x.midtones)); + _highlights = Unpack(o.Find(x => x.highlights)); + _shadowsStart = Unpack(o.Find(x => x.shadowsStart)); + _shadowsEnd = Unpack(o.Find(x => x.shadowsEnd)); + _highlightsStart = Unpack(o.Find(x => x.highlightsStart)); + _highlightsEnd = Unpack(o.Find(x => x.highlightsEnd)); + + _saturation = Unpack(o.Find(x => x.saturation)); + _postExposure = Unpack(o.Find(x => x.postExposure)); + _blendAmount = Unpack(o.Find(x => x.blendAmount)); + } + + public override void OnInspectorGUI() + { + // ── Lift Gamma Gain ────────────────────────────────────── + EditorGUILayout.LabelField("Lift Gamma Gain", EditorStyles.boldLabel); + using (new EditorGUILayout.HorizontalScope()) + { + _trackball.OnGUI(_lift.value, _lift.overrideState, Styles.liftLabel, GetLiftValue); + GUILayout.Space(4f); + _trackball.OnGUI(_gamma.value, _gamma.overrideState, Styles.gammaLabel, GetGammaValue); + GUILayout.Space(4f); + _trackball.OnGUI(_gain.value, _gain.overrideState, Styles.gainLabel, GetGainValue); + } + + EditorGUILayout.Space(4f); + + // ── Shadows Midtones Highlights ────────────────────────── + EditorGUILayout.LabelField("Shadows Midtones Highlights", EditorStyles.boldLabel); + using (new EditorGUILayout.HorizontalScope()) + { + _trackball.OnGUI(_shadows.value, _shadows.overrideState, Styles.shadowsLabel, GetSMHValue); + GUILayout.Space(4f); + _trackball.OnGUI(_midtones.value, _midtones.overrideState, Styles.midtonesLabel, GetSMHValue); + GUILayout.Space(4f); + _trackball.OnGUI(_highlights.value, _highlights.overrideState, Styles.highlightsLabel, GetSMHValue); + } + + EditorGUILayout.Space(2f); + EditorGUILayout.LabelField("SMH Range", EditorStyles.boldLabel); + PropertyField(_shadowsStart); + PropertyField(_shadowsEnd); + PropertyField(_highlightsStart); + PropertyField(_highlightsEnd); + + EditorGUILayout.Space(4f); + + // ── Color Adjustments ──────────────────────────────────── + EditorGUILayout.LabelField("Color Adjustments", EditorStyles.boldLabel); + PropertyField(_saturation); + PropertyField(_postExposure); + + EditorGUILayout.Space(4f); + + // ── Blend ──────────────────────────────────────────────── + EditorGUILayout.LabelField("Blend", EditorStyles.boldLabel); + PropertyField(_blendAmount); + + EditorGUILayout.Space(8f); + + // ── Reset ─────────────────────────────────────────────── + if (GUILayout.Button("Reset All Parameters")) + { + var vol = (NiloToonCharToneAdjustVolume)target; + Undo.RecordObject(vol, "Reset Char Tone Adjust"); + + vol.lift.value = new Vector4(1f, 1f, 1f, 0f); + vol.gamma.value = new Vector4(1f, 1f, 1f, 0f); + vol.gain.value = new Vector4(1f, 1f, 1f, 0f); + vol.shadows.value = new Vector4(1f, 1f, 1f, 0f); + vol.midtones.value = new Vector4(1f, 1f, 1f, 0f); + vol.highlights.value = new Vector4(1f, 1f, 1f, 0f); + vol.shadowsStart.value = 0f; + vol.shadowsEnd.value = 0.3f; + vol.highlightsStart.value = 0.55f; + vol.highlightsEnd.value = 1f; + vol.saturation.value = 1f; + vol.postExposure.value = 0f; + vol.blendAmount.value = 1f; + + EditorUtility.SetDirty(vol); + } + + EditorGUILayout.Space(8f); + + // ── Auto Match ────────────────────────────────────────── + _matchFoldout = EditorGUILayout.Foldout(_matchFoldout, "Auto Match", true, EditorStyles.foldoutHeader); + if (_matchFoldout) + { + EditorGUI.indentLevel++; + + _brightnessStrength = EditorGUILayout.Slider("Brightness", _brightnessStrength, 0f, 1f); + _tintStrength = EditorGUILayout.Slider("Tint", _tintStrength, 0f, 1f); + _saturationStrength = EditorGUILayout.Slider("Saturation", _saturationStrength, 0f, 1f); + + EditorGUILayout.Space(4f); + + EditorGUILayout.HelpBox( + "현재 프레임의 캐릭터/배경 색상을 분석하여\n" + + "PostExposure, Midtones, Saturation 값을 자동 설정합니다.\n" + + "Blend Amount로 적용 강도를 조절하세요.", + MessageType.Info); + + if (GUILayout.Button("Match", GUILayout.Height(30f))) + { + NiloToonCharToneAdjustFeature.autoMatchRequested = true; + NiloToonCharToneAdjustFeature.autoMatchTarget = + (NiloToonCharToneAdjustVolume)target; + NiloToonCharToneAdjustFeature.autoMatchBrightnessStrength = _brightnessStrength; + NiloToonCharToneAdjustFeature.autoMatchTintStrength = _tintStrength; + NiloToonCharToneAdjustFeature.autoMatchSaturationStrength = _saturationStrength; + + // 에디터 모드에서도 렌더링이 실행되도록 리페인트 요청 + SceneView.RepaintAll(); + } + + EditorGUI.indentLevel--; + } + } + + // TrackballUIDrawer에 전달되는 표시값 계산 함수 + static Vector3 GetLiftValue(Vector4 v) => + new Vector3(v.x - 1f + v.w, v.y - 1f + v.w, v.z - 1f + v.w); + + static Vector3 GetGammaValue(Vector4 v) => + new Vector3(v.x + v.w, v.y + v.w, v.z + v.w); + + static Vector3 GetGainValue(Vector4 v) => + new Vector3(v.x + v.w, v.y + v.w, v.z + v.w); + + static Vector3 GetSMHValue(Vector4 v) => + new Vector3(v.x - 1f + v.w, v.y - 1f + v.w, v.z - 1f + v.w); + } +} diff --git a/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/Editor/NiloToonCharToneAdjustVolumeEditor.cs.meta b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/Editor/NiloToonCharToneAdjustVolumeEditor.cs.meta new file mode 100644 index 000000000..040ec52cc --- /dev/null +++ b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/Editor/NiloToonCharToneAdjustVolumeEditor.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3e4332b2aba26f04e9eb62b08650f123 \ No newline at end of file diff --git a/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/Editor/YAMOTrackballUIDrawer.cs b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/Editor/YAMOTrackballUIDrawer.cs new file mode 100644 index 000000000..0a346599c --- /dev/null +++ b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/Editor/YAMOTrackballUIDrawer.cs @@ -0,0 +1,224 @@ +// URP 내장 TrackballUIDrawer(internal)의 복사본. +// Hidden/Universal Render Pipeline/Editor/Trackball 셰이더를 재사용합니다. + +using System; +using UnityEngine; +using UnityEditor; +using UnityEditor.Rendering; + +namespace YAMO +{ + sealed class YAMOTrackballUIDrawer + { + static readonly int s_ThumbHash = "yamoColorWheelThumb".GetHashCode(); + static GUIStyle s_WheelThumb; + static Vector2 s_WheelThumbSize; + static Material s_Material; + + Func m_ComputeFunc; + bool m_ResetState; + Vector2 m_CursorPos; + + const string k_ShaderName = "Hidden/Universal Render Pipeline/Editor/Trackball"; + + public void OnGUI(SerializedProperty property, SerializedProperty overrideState, + GUIContent title, Func computeFunc) + { + if (!CheckMaterialAndShader()) return; + if (property.propertyType != SerializedPropertyType.Vector4) + { + EditorGUILayout.HelpBox("TrackballUIDrawer requires Vector4 property.", MessageType.Warning); + return; + } + + m_ComputeFunc = computeFunc; + var value = property.vector4Value; + + using (new EditorGUILayout.VerticalScope()) + { + bool isOverridden = overrideState?.boolValue ?? true; + using (new EditorGUI.DisabledScope(!isOverridden)) + DrawWheel(ref value, isOverridden); + + DrawLabelAndOverride(title, overrideState); + } + + if (m_ResetState) + { + value = new Vector4(1f, 1f, 1f, 0f); + m_ResetState = false; + } + + property.vector4Value = value; + } + + void DrawWheel(ref Vector4 value, bool overrideState) + { + var wheelRect = GUILayoutUtility.GetAspectRect(1f); + float size = wheelRect.width; + float hsize = size / 2f; + float radius = 0.38f * size; + + Color.RGBToHSV(value, out float h, out float s, out float _); + float offset = value.w; + + var thumbPos = Vector2.zero; + float theta = h * (Mathf.PI * 2f); + thumbPos.x = Mathf.Cos(theta + (Mathf.PI / 2f)); + thumbPos.y = Mathf.Sin(theta - (Mathf.PI / 2f)); + thumbPos *= s * radius; + + if (Event.current.type == EventType.Repaint) + { + if (s_WheelThumb == null) + { + s_WheelThumb = new GUIStyle("ColorPicker2DThumb"); + s_WheelThumbSize = new Vector2( + !Mathf.Approximately(s_WheelThumb.fixedWidth, 0f) ? s_WheelThumb.fixedWidth : s_WheelThumb.padding.horizontal, + !Mathf.Approximately(s_WheelThumb.fixedHeight, 0f) ? s_WheelThumb.fixedHeight : s_WheelThumb.padding.vertical); + } + + float scale = EditorGUIUtility.pixelsPerPoint; + var oldRT = RenderTexture.active; + var rt = RenderTexture.GetTemporary( + (int)(size * scale), (int)(size * scale), 0, + RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB); + + s_Material.SetFloat("_Offset", offset); + s_Material.SetFloat("_DisabledState", overrideState && GUI.enabled ? 1f : 0.5f); + s_Material.SetVector("_Resolution", new Vector2(size * scale, size * scale / 2f)); + Graphics.Blit(null, rt, s_Material, EditorGUIUtility.isProSkin ? 0 : 1); + RenderTexture.active = oldRT; + + GUI.DrawTexture(wheelRect, rt); + RenderTexture.ReleaseTemporary(rt); + + var thumbSizeH = s_WheelThumbSize / 2f; + s_WheelThumb.Draw( + new Rect(wheelRect.x + hsize + thumbPos.x - thumbSizeH.x, + wheelRect.y + hsize + thumbPos.y - thumbSizeH.y, + s_WheelThumbSize.x, s_WheelThumbSize.y), + false, false, false, false); + } + + // 마우스 입력 + var bounds = wheelRect; + bounds.x += hsize - radius; + bounds.y += hsize - radius; + bounds.width = bounds.height = radius * 2f; + + var hsv = GetInput(bounds, new Vector3(h, s, 1f), thumbPos, radius); + value = Color.HSVToRGB(hsv.x, hsv.y, 1f); + value.w = offset; + + // W 슬라이더 (밝기 오프셋) + var sliderRect = GUILayoutUtility.GetRect(1f, 17f); + float padding = sliderRect.width * 0.05f; + sliderRect.xMin += padding; + sliderRect.xMax -= padding; + value.w = GUI.HorizontalSlider(sliderRect, value.w, -1f, 1f); + + // R/G/B 수치 표시 + if (m_ComputeFunc != null) + { + var display = m_ComputeFunc(value); + using (new EditorGUI.DisabledGroupScope(true)) + { + var vr = GUILayoutUtility.GetRect(1f, 17f); + vr.width /= 3f; + GUI.Label(vr, display.x.ToString("F2"), EditorStyles.centeredGreyMiniLabel); + vr.x += vr.width; + GUI.Label(vr, display.y.ToString("F2"), EditorStyles.centeredGreyMiniLabel); + vr.x += vr.width; + GUI.Label(vr, display.z.ToString("F2"), EditorStyles.centeredGreyMiniLabel); + } + } + } + + void DrawLabelAndOverride(GUIContent title, SerializedProperty overrideState) + { + var areaRect = GUILayoutUtility.GetRect(1f, 17f); + var labelSize = EditorStyles.miniLabel.CalcSize(title); + var labelRect = new Rect( + areaRect.x + areaRect.width / 2f - labelSize.x / 2f, + areaRect.y, labelSize.x, labelSize.y); + GUI.Label(labelRect, title, EditorStyles.miniLabel); + + if (overrideState != null) + { + var overrideRect = new Rect(labelRect.x - 17f, labelRect.y + 3f, 17f, 17f); + overrideState.boolValue = GUI.Toggle( + overrideRect, overrideState.boolValue, + EditorGUIUtility.TrTextContent("", "Override this setting for this volume."), + CoreEditorStyles.smallTickbox); + } + } + + Vector3 GetInput(Rect bounds, Vector3 hsv, Vector2 thumbPos, float radius) + { + var e = Event.current; + int id = GUIUtility.GetControlID(s_ThumbHash, FocusType.Passive, bounds); + var mousePos = e.mousePosition; + + if (e.type == EventType.MouseDown && GUIUtility.hotControl == 0 && bounds.Contains(mousePos)) + { + if (e.button == 0) + { + var center = new Vector2(bounds.x + radius, bounds.y + radius); + float dist = Vector2.Distance(center, mousePos); + if (dist <= radius) + { + e.Use(); + m_CursorPos = new Vector2(thumbPos.x + radius, thumbPos.y + radius); + GUIUtility.hotControl = id; + GUI.changed = true; + } + } + else if (e.button == 1) + { + e.Use(); + GUI.changed = true; + m_ResetState = true; + } + } + else if (e.type == EventType.MouseDrag && e.button == 0 && GUIUtility.hotControl == id) + { + e.Use(); + GUI.changed = true; + m_CursorPos += e.delta * 0.2f; + GetWheelHueSaturation(m_CursorPos.x, m_CursorPos.y, radius, out hsv.x, out hsv.y); + } + else if (e.rawType == EventType.MouseUp && e.button == 0 && GUIUtility.hotControl == id) + { + e.Use(); + GUIUtility.hotControl = 0; + } + + return hsv; + } + + void GetWheelHueSaturation(float x, float y, float radius, + out float hue, out float saturation) + { + float dx = (x - radius) / radius; + float dy = (y - radius) / radius; + float d = Mathf.Sqrt(dx * dx + dy * dy); + hue = Mathf.Atan2(dx, -dy); + hue = 1f - ((hue > 0) ? hue : (Mathf.PI * 2f) + hue) / (Mathf.PI * 2f); + saturation = Mathf.Clamp01(d); + } + + bool CheckMaterialAndShader() + { + if (s_Material != null) return true; + var shader = Shader.Find(k_ShaderName); + if (shader == null) + { + Debug.LogError($"[YAMOTrackballUIDrawer] 셰이더를 찾을 수 없습니다: {k_ShaderName}"); + return false; + } + s_Material = new Material(shader); + return true; + } + } +} diff --git a/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/Editor/YAMOTrackballUIDrawer.cs.meta b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/Editor/YAMOTrackballUIDrawer.cs.meta new file mode 100644 index 000000000..f65af01d2 --- /dev/null +++ b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/Editor/YAMOTrackballUIDrawer.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 1ca6a61ffb470d04ebc7fa49bc65519d \ No newline at end of file diff --git a/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/NiloToonCharToneAdjust.shader b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/NiloToonCharToneAdjust.shader new file mode 100644 index 000000000..41bd1482a --- /dev/null +++ b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/NiloToonCharToneAdjust.shader @@ -0,0 +1,361 @@ +// NiloToon 캐릭터 전용 색조 보정 셰이더 (YAMO) +// +// Pass 구성: +// Pass 0 "Copy" : 스텐실 없음 — 카메라 컬러를 임시 RT로 단순 복사 +// Pass 1 "ToneAdjust" : Stencil Equal(128) — 캐릭터 픽셀에만 색조 보정 +// Pass 2 "ToneAdjust_Full" : 스텐실 없음 — 전체 화면에 색조 보정 (디버그용) +// Pass 3 "StencilView" : Stencil Equal(128) — 마스크 시각화 (디버그용) +// Pass 4 "DebugStencilFill" : 전체 화면 stencil=128 기록 (진단용) +// Pass 5 "MeshStencilFill" : 메시 기반 stencil=128 기록 (ColorMask 0) +// Pass 6 "MeshMaskFill" : 메시 → 마스크=1 + stencil=128 (Auto Match용) +// Pass 7 "MaskedDownsample" : 마스크 기반 가중 다운샘플 (첫 단계) +// Pass 8 "WeightedDownsample": 알파 기반 가중 다운샘플 (후속 단계) + +Shader "YAMO/NiloToonCharToneAdjust" +{ + Properties { } + + SubShader + { + Tags + { + "RenderType" = "Opaque" + "RenderPipeline" = "UniversalPipeline" + } + + HLSLINCLUDE + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + // _MainTex는 Properties에 선언하지 않습니다. + // Properties에 선언하면 Material 기본값이 Global 값보다 우선합니다. + TEXTURE2D(_MainTex); + SAMPLER(sampler_MainTex); + + float4 _CharToneAdjust_Lift; + float4 _CharToneAdjust_Gamma; + float4 _CharToneAdjust_Gain; + float4 _CharToneAdjust_Shadows; + float4 _CharToneAdjust_Midtones; + float4 _CharToneAdjust_Highlights; + float4 _CharToneAdjust_SMHRange; + float _CharToneAdjust_Saturation; + float _CharToneAdjust_PostExposure; + float _CharToneAdjust_BlendAmount; + + #define LUMA_WEIGHTS float3(0.2126729, 0.7151522, 0.0721750) + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + Varyings Vert(uint vertexID : SV_VertexID) + { + Varyings output; + float2 uv = float2((vertexID << 1u) & 2u, vertexID & 2u); + output.positionCS = float4(uv * 2.0 - 1.0, 0.0, 1.0); + #if UNITY_UV_STARTS_AT_TOP + uv.y = 1.0 - uv.y; + #endif + output.uv = uv; + return output; + } + + float3 ApplyLiftGammaGain(float3 color, float3 lift, float3 gamma, float3 gain) + { + color = color * gain + lift; + gamma = max(gamma, 1e-4); + color = sign(color) * pow(abs(color) + 1e-5, 1.0 / gamma); + return max(color, 0.0); + } + + float3 ApplySMH(float3 color, + float3 shadows, float3 midtones, float3 highlights, + float shadowStart, float shadowEnd, + float highlightStart, float highlightEnd) + { + float lum = dot(color, LUMA_WEIGHTS); + float shadowW = 1.0 - smoothstep(shadowStart, shadowEnd, lum); + float highlightW = smoothstep(highlightStart, highlightEnd, lum); + float midtoneW = saturate(1.0 - shadowW - highlightW); + color += shadows * shadowW; + color += midtones * midtoneW; + color += highlights * highlightW; + return max(color, 0.0); + } + + float3 ApplySaturation(float3 color, float sat) + { + float lum = dot(color, LUMA_WEIGHTS); + return max(lerp(lum.xxx, color, sat), 0.0); + } + + half4 ToneAdjustFrag(Varyings input) : SV_Target + { + half4 original = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv); + float3 color = original.rgb; + color *= _CharToneAdjust_PostExposure; + color = ApplyLiftGammaGain(color, + _CharToneAdjust_Lift.rgb, _CharToneAdjust_Gamma.rgb, _CharToneAdjust_Gain.rgb); + color = ApplySMH(color, + _CharToneAdjust_Shadows.rgb, _CharToneAdjust_Midtones.rgb, _CharToneAdjust_Highlights.rgb, + _CharToneAdjust_SMHRange.x, _CharToneAdjust_SMHRange.y, + _CharToneAdjust_SMHRange.z, _CharToneAdjust_SMHRange.w); + color = ApplySaturation(color, _CharToneAdjust_Saturation); + color = lerp(original.rgb, color, _CharToneAdjust_BlendAmount); + return half4(color, original.a); + } + ENDHLSL + + // ── Pass 0: Copy ────────────────────────────────────────────── + Pass + { + Name "NiloToonCharToneAdjust_Copy" + ZTest Always ZWrite Off Cull Off + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment Frag + half4 Frag(Varyings input) : SV_Target + { + return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv); + } + ENDHLSL + } + + // ── Pass 1: ToneAdjust (Stencil Equal 128) ─────────────────── + Pass + { + Name "NiloToonCharToneAdjust_ToneAdjust" + ZTest Always ZWrite Off Cull Off + Stencil + { + Ref 128 ReadMask 128 WriteMask 0 + Comp Equal Pass Keep Fail Keep + } + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment ToneAdjustFrag + ENDHLSL + } + + // ── Pass 2: ToneAdjust_Full (스텐실 없음, 전체 화면) ───────── + // 디버그 및 스텐실 마킹 우회용. + // Feature의 FullScreen 모드에서 사용됩니다. + Pass + { + Name "NiloToonCharToneAdjust_ToneAdjustFull" + ZTest Always ZWrite Off Cull Off + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment ToneAdjustFrag + ENDHLSL + } + + // ── Pass 3: StencilView (스텐실 마스크 시각화) ─────────────── + // 스텐실 재마킹이 정상 동작하는지 확인하는 디버그용 패스. + // stencil=128 인 픽셀을 마젠타 오버레이로 표시합니다. + Pass + { + Name "NiloToonCharToneAdjust_StencilView" + ZTest Always ZWrite Off Cull Off + Stencil + { + Ref 128 ReadMask 128 WriteMask 0 + Comp Equal Pass Keep Fail Keep + } + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment StencilViewFrag + + half4 StencilViewFrag(Varyings input) : SV_Target + { + half4 c = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv); + return half4(lerp(c.rgb, half3(1.0, 0.0, 0.3), 0.6), 1.0); + } + ENDHLSL + } + // ── Pass 4: DebugStencilFill (전체 화면 stencil=128 기록) ──── + // 진단용 풀스크린 패스. DrawProcedural로 전체 화면에 stencil=128 강제 기록. + Pass + { + Name "NiloToonCharToneAdjust_DebugStencilFill" + ZTest Always ZWrite Off Cull Off ColorMask 0 + Stencil + { + Ref 128 WriteMask 128 + Comp Always Pass Replace + } + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment FragEmpty + half4 FragEmpty(Varyings input) : SV_Target { return 0; } + ENDHLSL + } + + // ── Pass 5: MeshStencilFill (메시 기반 stencil=128 기록) ───── + // DrawRendererList + overrideMaterial로 캐릭터 메시 픽셀에 stencil=128 기록. + // NiloToon 자체 스텐실 패스 대신 이 패스를 사용합니다. + Pass + { + Name "NiloToonCharToneAdjust_MeshStencilFill" + ZTest Always ZWrite Off Cull Off ColorMask 0 + Stencil + { + Ref 128 WriteMask 128 + Comp Always Pass Replace + } + HLSLPROGRAM + #pragma vertex MeshVert + #pragma fragment MeshFrag + + struct MeshAttributes + { + float4 positionOS : POSITION; + }; + struct MeshVaryings + { + float4 positionCS : SV_POSITION; + }; + + MeshVaryings MeshVert(MeshAttributes input) + { + MeshVaryings o; + o.positionCS = TransformObjectToHClip(input.positionOS.xyz); + return o; + } + half4 MeshFrag(MeshVaryings input) : SV_Target { return 0; } + ENDHLSL + } + // ── Pass 6: MeshMaskFill (메시 → 마스크 + 스텐실) ────────── + // DrawRendererList + overrideMaterial로 캐릭터 메시 픽셀에 + // color=1.0(마스크) + stencil=128 동시 기록. Auto Match 분석용. + Pass + { + Name "NiloToonCharToneAdjust_MeshMaskFill" + ZTest Always ZWrite Off Cull Off + Stencil + { + Ref 128 WriteMask 128 + Comp Always Pass Replace + } + HLSLPROGRAM + #pragma vertex MeshVert2 + #pragma fragment MaskFrag + + struct MeshAttr2 { float4 positionOS : POSITION; }; + struct MeshVary2 { float4 positionCS : SV_POSITION; }; + + MeshVary2 MeshVert2(MeshAttr2 input) + { + MeshVary2 o; + o.positionCS = TransformObjectToHClip(input.positionOS.xyz); + return o; + } + half4 MaskFrag(MeshVary2 input) : SV_Target { return 1; } + ENDHLSL + } + + // ── Pass 7: MaskedDownsample (마스크 기반 가중 다운샘플) ───── + // _MainTex(카메라 컬러) + _MaskTex(캐릭터 마스크)를 읽고 + // 마스크 조건에 맞는 픽셀만 4x4 블록 평균. 첫 단계 축소용. + // _InvertMask: 0 = 캐릭터(mask>0.5), 1 = 배경(mask<0.5) + Pass + { + Name "NiloToonCharToneAdjust_MaskedDownsample" + ZTest Always ZWrite Off Cull Off + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment MaskedDownsampleFrag + + TEXTURE2D(_MaskTex); + SAMPLER(sampler_MaskTex); + float _InvertMask; + float4 _MainTex_TexelSize; + + half4 MaskedDownsampleFrag(Varyings input) : SV_Target + { + float3 colorSum = 0; + float validCount = 0; + float2 texelSize = _MainTex_TexelSize.xy; + + for (int y = 0; y < 4; y++) + { + for (int x = 0; x < 4; x++) + { + float2 offset = (float2(x, y) - 1.5) * texelSize; + float2 uv = input.uv + offset; + half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv); + half mask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, uv).r; + float valid = _InvertMask > 0.5 ? step(mask, 0.499) : step(0.5, mask); + colorSum += color.rgb * valid; + validCount += valid; + } + } + + if (validCount < 0.5) + return half4(0, 0, 0, 0); + + return half4(colorSum / validCount, validCount / 16.0); + } + ENDHLSL + } + + // ── Pass 8: WeightedDownsample (가중 다운샘플) ────────────── + // 4x4 블록의 유효 픽셀(alpha>0)만 평균하여 1/4 크기로 축소. + // alpha 채널에 유효 비율을 저장합니다. + Pass + { + Name "NiloToonCharToneAdjust_WeightedDownsample" + ZTest Always ZWrite Off Cull Off + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment WeightedDownsampleFrag + + float4 _MainTex_TexelSize; // (1/w, 1/h, w, h) + + half4 WeightedDownsampleFrag(Varyings input) : SV_Target + { + float3 colorSum = 0; + float validCount = 0; + float2 texelSize = _MainTex_TexelSize.xy; + + // 4x4 블록 샘플링 (현재 UV 중심으로) + for (int y = 0; y < 4; y++) + { + for (int x = 0; x < 4; x++) + { + float2 offset = (float2(x, y) - 1.5) * texelSize; + half4 s = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv + offset); + float valid = step(0.5, s.a); + colorSum += s.rgb * valid; + validCount += valid; + } + } + + if (validCount < 0.5) + return half4(0, 0, 0, 0); + + return half4(colorSum / validCount, validCount / 16.0); + } + ENDHLSL + } + // ── Pass 9: StencilToMask (스텐실 → 마스크 변환) ──────────── + // stencil=128 픽셀에 1.0 기록. Auto Match 분석용 마스크 생성. + Pass + { + Name "NiloToonCharToneAdjust_StencilToMask" + ZTest Always ZWrite Off Cull Off + Stencil + { + Ref 128 ReadMask 128 WriteMask 0 + Comp Equal Pass Keep Fail Keep + } + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment StencilToMaskFrag + half4 StencilToMaskFrag(Varyings input) : SV_Target { return 1; } + ENDHLSL + } + } +} diff --git a/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/NiloToonCharToneAdjust.shader.meta b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/NiloToonCharToneAdjust.shader.meta new file mode 100644 index 000000000..faab617df --- /dev/null +++ b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/NiloToonCharToneAdjust.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: c9b9e991f656a5e4c9c5eced1e8a2c53 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/NiloToonCharToneAdjustFeature.cs b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/NiloToonCharToneAdjustFeature.cs new file mode 100644 index 000000000..c48587ce7 --- /dev/null +++ b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/NiloToonCharToneAdjustFeature.cs @@ -0,0 +1,559 @@ +using UnityEngine; +using UnityEngine.Experimental.Rendering; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; +using UnityEngine.Rendering.RenderGraphModule; + + +namespace YAMO +{ + public class NiloToonCharToneAdjustFeature : ScriptableRendererFeature + { + public enum DebugMode + { + [InspectorName("Character Only (스텐실 마스킹)")] + Normal, + [InspectorName("Full Screen (전체 화면, 디버그)")] + FullScreen, + [InspectorName("Stencil View (마스크 시각화, 디버그)")] + StencilView, + } + + [System.Serializable] + public class Settings + { + [Tooltip("YAMO/NiloToonCharToneAdjust 셰이더를 할당해주세요.")] + public Shader shader; + + [Space] + [Tooltip("Normal: 캐릭터 픽셀에만 적용 (Pass 1 + StencilFill)\n" + + "FullScreen: 전체 화면에 적용 (Pass 2, 디버그)\n" + + "StencilView: 스텐실 마스크를 빨간 오버레이로 시각화 (디버그)")] + public DebugMode debugMode = DebugMode.Normal; + } + + public Settings settings = new Settings(); + CharToneAdjustPass _pass; + + // ── Auto Match 원샷 요청 (에디터에서 설정, Pass에서 처리) ──── + public static bool autoMatchRequested; + public static NiloToonCharToneAdjustVolume autoMatchTarget; + public static float autoMatchBrightnessStrength = 0.5f; + public static float autoMatchTintStrength = 0.5f; + public static float autoMatchSaturationStrength = 0.5f; + + public override void Create() + { + if (settings.shader == null) + { + Debug.LogWarning("[NiloToonCharToneAdjust] Shader이 할당되지 않았습니다."); + return; + } + _pass = new CharToneAdjustPass(settings.shader); + _pass.renderPassEvent = (RenderPassEvent)((int)RenderPassEvent.AfterRenderingTransparents + 1); + } + + public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) + { + if (_pass == null) return; + var cameraType = renderingData.cameraData.cameraType; + if (cameraType == CameraType.Preview || cameraType == CameraType.Reflection) return; + var volume = VolumeManager.instance.stack.GetComponent(); + if (volume == null || !volume.IsActive()) return; + + _pass.debugMode = settings.debugMode; + renderer.EnqueuePass(_pass); + } + + protected override void Dispose(bool disposing) => _pass?.Dispose(); + + // ══════════════════════════════════════════════════════════════ + class CharToneAdjustPass : ScriptableRenderPass + { + static readonly ShaderTagId _stencilFillTagId = + new ShaderTagId("NiloToonCharacterAreaStencilBufferFill"); + + readonly Material _material; + + // ── Pass 인덱스 ───────────────────────────────────────── + const int k_PassCopy = 0; + const int k_PassToneAdjust = 1; + const int k_PassToneAdjustFull = 2; + const int k_PassStencilView = 3; + const int k_PassDebugStencilFill = 4; + const int k_PassMeshStencilFill = 5; + const int k_PassMaskedDownsample = 7; + const int k_PassWeightedDownsample = 8; + const int k_PassStencilToMask = 9; + + public DebugMode debugMode = DebugMode.Normal; + + // ── 셰이더 프로퍼티 ID ────────────────────────────────── + static readonly int _MainTexId = Shader.PropertyToID("_MainTex"); + static readonly int _MainTex_TexelSizeId = Shader.PropertyToID("_MainTex_TexelSize"); + static readonly int _MaskTexId = Shader.PropertyToID("_MaskTex"); + static readonly int _InvertMaskId = Shader.PropertyToID("_InvertMask"); + static readonly int _LiftId = Shader.PropertyToID("_CharToneAdjust_Lift"); + static readonly int _GammaId = Shader.PropertyToID("_CharToneAdjust_Gamma"); + static readonly int _GainId = Shader.PropertyToID("_CharToneAdjust_Gain"); + static readonly int _ShadowsId = Shader.PropertyToID("_CharToneAdjust_Shadows"); + static readonly int _MidtonesId = Shader.PropertyToID("_CharToneAdjust_Midtones"); + static readonly int _HighlightsId = Shader.PropertyToID("_CharToneAdjust_Highlights"); + static readonly int _SMHRangeId = Shader.PropertyToID("_CharToneAdjust_SMHRange"); + static readonly int _SaturationId = Shader.PropertyToID("_CharToneAdjust_Saturation"); + static readonly int _PostExposureId = Shader.PropertyToID("_CharToneAdjust_PostExposure"); + static readonly int _BlendAmountId = Shader.PropertyToID("_CharToneAdjust_BlendAmount"); + + static readonly Vector3 LumaW = new Vector3(0.2126729f, 0.7151522f, 0.0721750f); + + // ── 원샷 분석 상태 ────────────────────────────────────── + enum AnalysisPhase { Idle, Running, ReadbackPending } + AnalysisPhase _analysisPhase = AnalysisPhase.Idle; + int _analysisStartFrame; + RenderTexture _charResult1x1; + RenderTexture _bgResult1x1; + Color _capturedCharAvg; + Color _capturedBgAvg; + int _readbackCount; + bool _charValid, _bgValid; + + // ── PassData ──────────────────────────────────────────── + class PassData + { + public TextureHandle colorHandle; + public TextureHandle depthHandle; + public TextureHandle tempHandle; + public RendererListHandle stencilList; + public Material material; + public NiloToonCharToneAdjustVolume volume; + public DebugMode debugMode; + + // 원샷 분석 (Match 버튼) + public bool runAnalysis; + public TextureHandle maskHandle; + public TextureHandle down64, down16, down4; + public RenderTexture charResult1x1, bgResult1x1; + public int cameraWidth, cameraHeight; + } + + // ── 생성/파기 ─────────────────────────────────────────── + public CharToneAdjustPass(Shader shader) + { + _material = CoreUtils.CreateEngineMaterial(shader); + } + + public void Dispose() + { + CoreUtils.Destroy(_material); + if (_charResult1x1 != null) { _charResult1x1.Release(); Object.DestroyImmediate(_charResult1x1); } + if (_bgResult1x1 != null) { _bgResult1x1.Release(); Object.DestroyImmediate(_bgResult1x1); } + } + + void EnsureAnalysisRTs() + { + if (_charResult1x1 != null) return; + var desc = new RenderTextureDescriptor(1, 1, RenderTextureFormat.ARGBFloat, 0); + _charResult1x1 = new RenderTexture(desc) { name = "_CharResult1x1", filterMode = FilterMode.Point }; + _bgResult1x1 = new RenderTexture(desc) { name = "_BgResult1x1", filterMode = FilterMode.Point }; + _charResult1x1.Create(); + _bgResult1x1.Create(); + } + + // ── 원샷 리드백 요청 ─────────────────────────────────── + void RequestOneShotReadback() + { + _readbackCount = 0; + _charValid = false; + _bgValid = false; + _capturedCharAvg = Color.black; + _capturedBgAvg = Color.black; + + AsyncGPUReadback.Request(_charResult1x1, 0, req => + { + if (!req.hasError) + { + var data = req.GetData(); + if (data.Length > 0 && data[0].a > 0.001f) + { + _capturedCharAvg = data[0]; + _charValid = true; + } + } + _readbackCount++; + if (_readbackCount >= 2) OnReadbackComplete(); + }); + + AsyncGPUReadback.Request(_bgResult1x1, 0, req => + { + if (!req.hasError) + { + var data = req.GetData(); + if (data.Length > 0 && data[0].a > 0.001f) + { + _capturedBgAvg = data[0]; + _bgValid = true; + } + } + _readbackCount++; + if (_readbackCount >= 2) OnReadbackComplete(); + }); + } + + // ── 리드백 완료 → 값 적용 ───────────────────────────── + void OnReadbackComplete() + { + _analysisPhase = AnalysisPhase.Idle; + + if (!_charValid || !_bgValid) + { + Debug.LogWarning("[CharToneAdjust] Auto Match: 리드백 실패 (유효 픽셀 부족)"); + autoMatchTarget = null; + return; + } + + var volume = autoMatchTarget; + autoMatchTarget = null; + if (volume == null) return; + + float sBright = autoMatchBrightnessStrength; + float sTint = autoMatchTintStrength; + float sSat = autoMatchSaturationStrength; + + Vector3 cRGB = new Vector3(_capturedCharAvg.r, _capturedCharAvg.g, _capturedCharAvg.b); + Vector3 bRGB = new Vector3(_capturedBgAvg.r, _capturedBgAvg.g, _capturedBgAvg.b); + float cLum = Vector3.Dot(cRGB, LumaW); + float bLum = Vector3.Dot(bRGB, LumaW); + + Debug.Log($"[CharToneAdjust AutoMatch] char=({cRGB.x:F3},{cRGB.y:F3},{cRGB.z:F3}) lum={cLum:F3}" + + $" | bg=({bRGB.x:F3},{bRGB.y:F3},{bRGB.z:F3}) lum={bLum:F3}" + + $" | strength B={sBright:F2} T={sTint:F2} S={sSat:F2}"); + + if (cLum < 1e-4f || bLum < 1e-4f) + { + Debug.LogWarning("[CharToneAdjust] Auto Match: 휘도가 너무 낮아 보정 불가"); + return; + } + + #if UNITY_EDITOR + UnityEditor.Undo.RecordObject(volume, "Auto Match Tone Adjust"); + #endif + + // 밝기 보정 → PostExposure (EV) + if (sBright > 0.001f) + { + float ev = Mathf.Log(bLum / cLum, 2f) * sBright; + volume.postExposure.value = Mathf.Clamp(ev, -5f, 5f); + volume.postExposure.overrideState = true; + } + + // 색조 보정 → Midtones + if (sTint > 0.001f) + { + Vector3 cTint = cRGB / cLum; + Vector3 bTint = bRGB / bLum; + Vector3 diff = (bTint - cTint) * sTint; + volume.midtones.value = new Vector4( + 1f + Mathf.Clamp(diff.x, -0.5f, 0.5f), + 1f + Mathf.Clamp(diff.y, -0.5f, 0.5f), + 1f + Mathf.Clamp(diff.z, -0.5f, 0.5f), 0f); + volume.midtones.overrideState = true; + } + + // 채도 보정 → Saturation + if (sSat > 0.001f) + { + float cChroma = (Mathf.Max(cRGB.x, cRGB.y, cRGB.z) - + Mathf.Min(cRGB.x, cRGB.y, cRGB.z)) / Mathf.Max(cLum, 1e-4f); + float bChroma = (Mathf.Max(bRGB.x, bRGB.y, bRGB.z) - + Mathf.Min(bRGB.x, bRGB.y, bRGB.z)) / Mathf.Max(bLum, 1e-4f); + float satRatio = bChroma / Mathf.Max(cChroma, 1e-4f); + volume.saturation.value = Mathf.Clamp(Mathf.Lerp(1f, satRatio, sSat), 0f, 2f); + volume.saturation.overrideState = true; + } + + #if UNITY_EDITOR + UnityEditor.EditorUtility.SetDirty(volume); + #endif + + Debug.Log($"[CharToneAdjust AutoMatch] 적용 완료 — " + + $"PostExposure={volume.postExposure.value:F3}, " + + $"Midtones={volume.midtones.value}, " + + $"Saturation={volume.saturation.value:F3}"); + } + + // ── RecordRenderGraph ─────────────────────────────────── + public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) + { + if (_material == null) return; + + var resourceData = frameData.Get(); + var renderingData = frameData.Get(); + var cameraData = frameData.Get(); + + if (cameraData.camera.cameraType == CameraType.Preview) return; + + var volume = VolumeManager.instance.stack.GetComponent(); + if (volume == null || !volume.IsActive()) return; + + // ── 원샷 분석: 대상 카메라 판별 ──────────────────── + // Play 모드 → Game 카메라, Edit 모드 → SceneView 카메라 + var camType = cameraData.camera.cameraType; + bool isTargetCamera = Application.isPlaying + ? camType == CameraType.Game + : camType == CameraType.SceneView; + + // ── 원샷 분석 상태 머신 ──────────────────────────── + if (_analysisPhase == AnalysisPhase.Running && isTargetCamera) + { + if (Time.frameCount >= _analysisStartFrame + 2) + { + RequestOneShotReadback(); + _analysisPhase = AnalysisPhase.ReadbackPending; + } + #if UNITY_EDITOR + else + { + UnityEditor.EditorApplication.QueuePlayerLoopUpdate(); + } + #endif + } + + // 새 요청 수락 (대상 카메라 + Idle 상태 + FullScreen이 아닐 때) + bool runAnalysis = false; + if (autoMatchRequested && _analysisPhase == AnalysisPhase.Idle + && debugMode != DebugMode.FullScreen && isTargetCamera) + { + autoMatchRequested = false; + runAnalysis = true; + _analysisPhase = AnalysisPhase.Running; + _analysisStartFrame = Time.frameCount; + EnsureAnalysisRTs(); + } + + var colorHandle = resourceData.activeColorTexture; + var depthHandle = resourceData.activeDepthTexture; + var camDesc = cameraData.cameraTargetDescriptor; + + // 임시 컬러 텍스처 + var tempHandle = renderGraph.CreateTexture(new TextureDesc(camDesc.width, camDesc.height) + { + format = camDesc.graphicsFormat, + filterMode = FilterMode.Bilinear, + name = "_CharToneAdjustTemp", + }); + + // 스텐실 재마킹용 RendererList (항상 Pass 5: stencil only) + var sortSettings = new SortingSettings(cameraData.camera) { criteria = SortingCriteria.CommonOpaque }; + var drawSettings = new DrawingSettings(_stencilFillTagId, sortSettings) + { + overrideMaterial = _material, + overrideMaterialPassIndex = k_PassMeshStencilFill, + }; + var filterSettings = new FilteringSettings(RenderQueueRange.opaque); + var rlParams = new RendererListParams(renderingData.cullResults, drawSettings, filterSettings); + var stencilList = renderGraph.CreateRendererList(rlParams); + + // 분석용 텍스처 (Match 요청 시에만 생성) + TextureHandle maskHandle = TextureHandle.nullHandle; + TextureHandle down64 = TextureHandle.nullHandle; + TextureHandle down16 = TextureHandle.nullHandle; + TextureHandle down4 = TextureHandle.nullHandle; + + if (runAnalysis) + { + maskHandle = renderGraph.CreateTexture(new TextureDesc(camDesc.width, camDesc.height) + { + format = GraphicsFormat.R8_UNorm, + filterMode = FilterMode.Bilinear, + name = "_CharMask", + }); + var fmt = GraphicsFormat.R16G16B16A16_SFloat; + down64 = renderGraph.CreateTexture(new TextureDesc(64, 64) { format = fmt, filterMode = FilterMode.Bilinear, name = "_Down64" }); + down16 = renderGraph.CreateTexture(new TextureDesc(16, 16) { format = fmt, filterMode = FilterMode.Bilinear, name = "_Down16" }); + down4 = renderGraph.CreateTexture(new TextureDesc(4, 4) { format = fmt, filterMode = FilterMode.Bilinear, name = "_Down4" }); + } + + // ── UnsafePass 등록 ───────────────────────────────── + using (var builder = renderGraph.AddUnsafePass( + "NiloToonCharToneAdjust", out var pd)) + { + pd.colorHandle = colorHandle; + pd.depthHandle = depthHandle; + pd.tempHandle = tempHandle; + pd.stencilList = stencilList; + pd.material = _material; + pd.volume = volume; + pd.debugMode = debugMode; + pd.runAnalysis = runAnalysis; + pd.maskHandle = maskHandle; + pd.down64 = down64; + pd.down16 = down16; + pd.down4 = down4; + pd.charResult1x1 = _charResult1x1; + pd.bgResult1x1 = _bgResult1x1; + pd.cameraWidth = camDesc.width; + pd.cameraHeight = camDesc.height; + + builder.UseTexture(colorHandle, AccessFlags.ReadWrite); + builder.UseTexture(depthHandle, AccessFlags.ReadWrite); + builder.UseTexture(tempHandle, AccessFlags.ReadWrite); + builder.UseRendererList(stencilList); + if (runAnalysis) + { + builder.UseTexture(maskHandle, AccessFlags.ReadWrite); + builder.UseTexture(down64, AccessFlags.ReadWrite); + builder.UseTexture(down16, AccessFlags.ReadWrite); + builder.UseTexture(down4, AccessFlags.ReadWrite); + } + builder.AllowPassCulling(false); + + builder.SetRenderFunc(static (PassData data, UnsafeGraphContext ctx) => + { + var cmd = ctx.cmd; + SetMaterialProperties(data.volume, data.material); + + if (data.debugMode == DebugMode.FullScreen) + ExecuteFullScreen(data, cmd); + else + ExecuteStencilMode(data, cmd); + }); + } + } + + // ── FullScreen 모드 렌더링 ────────────────────────────── + static void ExecuteFullScreen(PassData data, UnsafeCommandBuffer cmd) + { + cmd.SetRenderTarget(data.tempHandle, + RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store); + cmd.SetGlobalTexture(_MainTexId, data.colorHandle); + cmd.DrawProcedural(Matrix4x4.identity, data.material, + k_PassCopy, MeshTopology.Triangles, 3); + + cmd.SetRenderTarget(data.colorHandle, + RenderBufferLoadAction.Load, RenderBufferStoreAction.Store); + cmd.SetGlobalTexture(_MainTexId, data.tempHandle); + cmd.DrawProcedural(Matrix4x4.identity, data.material, + k_PassToneAdjustFull, MeshTopology.Triangles, 3); + } + + // ── Stencil(Normal/StencilView) 모드 렌더링 ───────────── + static void ExecuteStencilMode(PassData data, UnsafeCommandBuffer cmd) + { + // ── Step 1: 스텐실 재마킹 (Pass 5, ColorMask 0) ──── + cmd.SetRenderTarget( + data.colorHandle, + RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, + data.depthHandle, + RenderBufferLoadAction.Load, RenderBufferStoreAction.Store); + cmd.DrawRendererList(data.stencilList); + + // ── Step 1b+2: 원샷 분석 (Match 버튼 요청 시) ────── + if (data.runAnalysis) + { + // 스텐실 → 마스크 변환 (Pass 9) + cmd.SetRenderTarget( + data.maskHandle, + RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, + data.depthHandle, + RenderBufferLoadAction.Load, RenderBufferStoreAction.Store); + cmd.ClearRenderTarget(false, true, Color.clear); + cmd.DrawProcedural(Matrix4x4.identity, data.material, + k_PassStencilToMask, MeshTopology.Triangles, 3); + + // 캐릭터 분석: full-res → 64 → 16 → 4 → 1 + RunAnalysisChain(data, cmd, invertMask: 0f, resultRT: data.charResult1x1); + // 배경 분석: full-res → 64 → 16 → 4 → 1 + RunAnalysisChain(data, cmd, invertMask: 1f, resultRT: data.bgResult1x1); + } + + // ── Step 3: color → temp 복사 ─────────────────────── + cmd.SetRenderTarget(data.tempHandle, + RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store); + cmd.SetGlobalTexture(_MainTexId, data.colorHandle); + cmd.DrawProcedural(Matrix4x4.identity, data.material, + k_PassCopy, MeshTopology.Triangles, 3); + + // ── Step 4: temp → color 색조 보정 (스텐실) ───────── + int passIdx = data.debugMode == DebugMode.StencilView + ? k_PassStencilView : k_PassToneAdjust; + cmd.SetRenderTarget( + data.colorHandle, + RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, + data.depthHandle, + RenderBufferLoadAction.Load, RenderBufferStoreAction.Store); + cmd.SetGlobalTexture(_MainTexId, data.tempHandle); + cmd.DrawProcedural(Matrix4x4.identity, data.material, + passIdx, MeshTopology.Triangles, 3); + } + + // ── 분석 다운샘플 체인 ────────────────────────────────── + static void RunAnalysisChain(PassData data, UnsafeCommandBuffer cmd, + float invertMask, RenderTexture resultRT) + { + var mat = data.material; + + // 첫 단계: MaskedDownsample (full-res → 64x64) + cmd.SetGlobalVector(_MainTex_TexelSizeId, + new Vector4(1f / data.cameraWidth, 1f / data.cameraHeight, + data.cameraWidth, data.cameraHeight)); + cmd.SetRenderTarget(data.down64, + RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store); + cmd.SetGlobalTexture(_MainTexId, data.colorHandle); + cmd.SetGlobalTexture(_MaskTexId, data.maskHandle); + cmd.SetGlobalFloat(_InvertMaskId, invertMask); + cmd.DrawProcedural(Matrix4x4.identity, mat, + k_PassMaskedDownsample, MeshTopology.Triangles, 3); + + // 64 → 16 + cmd.SetGlobalVector(_MainTex_TexelSizeId, new Vector4(1f/64, 1f/64, 64, 64)); + cmd.SetRenderTarget(data.down16, + RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store); + cmd.SetGlobalTexture(_MainTexId, data.down64); + cmd.DrawProcedural(Matrix4x4.identity, mat, + k_PassWeightedDownsample, MeshTopology.Triangles, 3); + + // 16 → 4 + cmd.SetGlobalVector(_MainTex_TexelSizeId, new Vector4(1f/16, 1f/16, 16, 16)); + cmd.SetRenderTarget(data.down4, + RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store); + cmd.SetGlobalTexture(_MainTexId, data.down16); + cmd.DrawProcedural(Matrix4x4.identity, mat, + k_PassWeightedDownsample, MeshTopology.Triangles, 3); + + // 4 → 1 (persistent RT) + cmd.SetGlobalVector(_MainTex_TexelSizeId, new Vector4(1f/4, 1f/4, 4, 4)); + cmd.SetRenderTarget(resultRT, + RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store); + cmd.SetGlobalTexture(_MainTexId, data.down4); + cmd.DrawProcedural(Matrix4x4.identity, mat, + k_PassWeightedDownsample, MeshTopology.Triangles, 3); + } + + // ── 셰이더 프로퍼티 설정 ─────────────────────────────── + static void SetMaterialProperties(NiloToonCharToneAdjustVolume v, Material mat) + { + Vector4 lv = v.lift.value; + mat.SetVector(_LiftId, new Vector4(lv.x-1f+lv.w, lv.y-1f+lv.w, lv.z-1f+lv.w, 0f)); + Vector4 gv = v.gamma.value; + mat.SetVector(_GammaId, new Vector4(gv.x+gv.w, gv.y+gv.w, gv.z+gv.w, 0f)); + Vector4 gn = v.gain.value; + mat.SetVector(_GainId, new Vector4(gn.x+gn.w, gn.y+gn.w, gn.z+gn.w, 0f)); + + Vector4 sv = v.shadows.value; + mat.SetVector(_ShadowsId, new Vector4(sv.x-1f+sv.w, sv.y-1f+sv.w, sv.z-1f+sv.w, 0f)); + Vector4 mv = v.midtones.value; + mat.SetVector(_MidtonesId, new Vector4(mv.x-1f+mv.w, mv.y-1f+mv.w, mv.z-1f+mv.w, 0f)); + Vector4 hv = v.highlights.value; + mat.SetVector(_HighlightsId, new Vector4(hv.x-1f+hv.w, hv.y-1f+hv.w, hv.z-1f+hv.w, 0f)); + + mat.SetVector(_SMHRangeId, new Vector4( + v.shadowsStart.value, v.shadowsEnd.value, + v.highlightsStart.value, v.highlightsEnd.value)); + + mat.SetFloat(_SaturationId, v.saturation.value); + mat.SetFloat(_PostExposureId, Mathf.Pow(2f, v.postExposure.value)); + mat.SetFloat(_BlendAmountId, v.blendAmount.value); + } + } + } +} diff --git a/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/NiloToonCharToneAdjustFeature.cs.meta b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/NiloToonCharToneAdjustFeature.cs.meta new file mode 100644 index 000000000..63050b8d2 --- /dev/null +++ b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/NiloToonCharToneAdjustFeature.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 516077af451b5a148a61e3f3e8293873 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/NiloToonCharToneAdjustVolume.cs b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/NiloToonCharToneAdjustVolume.cs new file mode 100644 index 000000000..69d9d85b2 --- /dev/null +++ b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/NiloToonCharToneAdjustVolume.cs @@ -0,0 +1,89 @@ +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; + +namespace YAMO +{ + /// + /// NiloToon 캐릭터 셰이더를 사용하는 오브젝트에만 색조 보정을 적용하는 Volume 컴포넌트. + /// Unity의 Lift Gamma Gain / Shadows Midtones Highlights와 동일한 파라미터 구조를 사용합니다. + /// + /// 적용 원리: + /// NiloToon의 캐릭터 영역 스텐실(bit7 = 128)을 마스크로 사용하여 + /// 캐릭터 픽셀에만 색조 보정을 적용합니다. + /// 배경, 소품 등 NiloToon 캐릭터 셰이더를 사용하지 않는 오브젝트에는 영향 없음. + /// + /// 주의: + /// 반투명(Transparent queue) 캐릭터 파츠는 스텐실 마스킹에서 제외됩니다. + /// (NiloToon의 CharacterAreaStencilBufferFill pass가 Opaque queue만 처리하기 때문) + /// + [System.Serializable] + [VolumeComponentMenu("NiloToon/Char Tone Adjust (YAMO)")] + public class NiloToonCharToneAdjustVolume : VolumeComponent, IPostProcessComponent + { + // ───────────────────────────────────────────────────────────── + // Lift Gamma Gain + // 파라미터 형식: Vector4 (R, G, B, W) + // 기본값 (1, 1, 1, 0) = 변화 없음 + // W 채널 = 전체 채널에 균등 적용되는 글로벌 조절값 + // ───────────────────────────────────────────────────────────── + [Header("Lift Gamma Gain")] + [Tooltip("어두운 영역(Lift) 색조 보정. 기본값 (1,1,1,0) = 변화 없음. W = 전체 밝기 오프셋.")] + public Vector4Parameter lift = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f)); + + [Tooltip("중간 영역(Gamma) 색조 보정. 기본값 (1,1,1,0) = 변화 없음. 1보다 크면 밝아짐, 작으면 어두워짐.")] + public Vector4Parameter gamma = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f)); + + [Tooltip("밝은 영역(Gain) 색조 보정. 기본값 (1,1,1,0) = 변화 없음. W = 전체 밝기 배율.")] + public Vector4Parameter gain = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f)); + + // ───────────────────────────────────────────────────────────── + // Shadows Midtones Highlights + // ───────────────────────────────────────────────────────────── + [Header("Shadows Midtones Highlights")] + [Tooltip("어두운 영역(Shadows) 색조 보정. 기본값 (1,1,1,0) = 변화 없음.")] + public Vector4Parameter shadows = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f)); + + [Tooltip("중간 영역(Midtones) 색조 보정. 기본값 (1,1,1,0) = 변화 없음.")] + public Vector4Parameter midtones = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f)); + + [Tooltip("밝은 영역(Highlights) 색조 보정. 기본값 (1,1,1,0) = 변화 없음.")] + public Vector4Parameter highlights = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f)); + + [Header("SMH Range")] + [Tooltip("그림자 영역이 시작되는 휘도 값.")] + public ClampedFloatParameter shadowsStart = new ClampedFloatParameter(0f, 0f, 1f); + + [Tooltip("그림자 영역이 끝나는 휘도 값.")] + public ClampedFloatParameter shadowsEnd = new ClampedFloatParameter(0.3f, 0f, 1f); + + [Tooltip("하이라이트 영역이 시작되는 휘도 값.")] + public ClampedFloatParameter highlightsStart = new ClampedFloatParameter(0.55f, 0f, 1f); + + [Tooltip("하이라이트 영역이 끝나는 휘도 값.")] + public ClampedFloatParameter highlightsEnd = new ClampedFloatParameter(1f, 0f, 1f); + + // ───────────────────────────────────────────────────────────── + // Color Adjustments + // ───────────────────────────────────────────────────────────── + [Header("Color Adjustments")] + [Tooltip("채도 배율. 0 = 흑백, 1 = 원본, 2 = 과채화.")] + public ClampedFloatParameter saturation = new ClampedFloatParameter(1f, 0f, 2f); + + [Tooltip("노출 보정 (EV 단위). 0 = 변화 없음, 양수 = 밝게, 음수 = 어둡게.")] + public ClampedFloatParameter postExposure = new ClampedFloatParameter(0f, -5f, 5f); + + // ───────────────────────────────────────────────────────────── + // Blend + // ───────────────────────────────────────────────────────────── + [Header("Blend")] + [Tooltip("원본과 보정된 색상 사이의 블렌드 강도. 0 = 원본, 1 = 완전 적용.")] + public ClampedFloatParameter blendAmount = new ClampedFloatParameter(1f, 0f, 1f); + + // VolumeComponent 베이스 클래스의 `bool active` 필드를 그대로 사용합니다. + // (URP 17: VolumeComponent.active는 bool 타입, Inspector의 컴포넌트 ON/OFF 토글과 연동) + public bool IsActive() => active; + + public bool IsTileCompatible() => false; + } +} diff --git a/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/NiloToonCharToneAdjustVolume.cs.meta b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/NiloToonCharToneAdjustVolume.cs.meta new file mode 100644 index 000000000..894043ab1 --- /dev/null +++ b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/NiloToonCharToneAdjustVolume.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fd725792ed0f6e144b37455fa5651a23 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/WORK_SUMMARY.md b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/WORK_SUMMARY.md new file mode 100644 index 000000000..b3ec3c855 --- /dev/null +++ b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/WORK_SUMMARY.md @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:f89c459e317d6565f82407313a675c919011f7cc9d641aead28062ea7f1d792b +size 13098 diff --git a/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/WORK_SUMMARY.md.meta b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/WORK_SUMMARY.md.meta new file mode 100644 index 000000000..5b4c0c4d8 --- /dev/null +++ b/Assets/Scripts/YAMO_Scripts/NiloToonCharToneAdjust/WORK_SUMMARY.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ef56d1a6ea7852e479f5fe5765240bd4 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: