From bda7752fb36f4e3b70e20142f5e9f4c864ffa12d Mon Sep 17 00:00:00 2001 From: nakjun Date: Fri, 10 Jul 2026 15:45:32 +0900 Subject: [PATCH] =?UTF-8?q?2026-07-10=20=EB=85=B8=EC=98=88=EA=B3=84?= =?UTF-8?q?=EC=95=BD=EC=84=9C=20=EC=84=9C=EB=AA=85=20=EA=B8=B0=EB=8A=A5?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/01_Scenes/Hischool_Chapter1.unity | 4 +- Assets/02_Scripts/Interaction.meta | 8 + .../02_Scripts/Interaction/DrawablePaper.cs | 135 +++++++ .../Interaction/DrawablePaper.cs.meta | 2 + Assets/02_Scripts/Interaction/PenTip.cs | 49 +++ Assets/02_Scripts/Interaction/PenTip.cs.meta | 2 + Assets/03_Shaders/Paper.shader | 150 ++++++++ Assets/03_Shaders/Paper.shader.meta | 9 + Assets/04_Models/Tools.meta | 8 + Assets/04_Models/Tools/Pen.meta | 8 + Assets/04_Models/Tools/Pen/Pen.fbx | 3 + Assets/04_Models/Tools/Pen/Pen.fbx.meta | 114 ++++++ Assets/04_Models/Tools/Pen/Prefabs.meta | 8 + Assets/04_Models/Tools/Pen/Prefabs/Pen.prefab | 3 + .../Tools/Pen/Prefabs/Pen.prefab.meta} | 4 +- Assets/06_Materials/Contract_Mat.mat | 140 +++++++ Assets/06_Materials/Contract_Mat.mat.meta | 8 + Assets/06_Materials/dumy.txt | 1 - .../Chapter1/Chapter1_Carnotaurus4.dlg | 362 +++++++++++++++++- 19 files changed, 1012 insertions(+), 6 deletions(-) create mode 100644 Assets/02_Scripts/Interaction.meta create mode 100644 Assets/02_Scripts/Interaction/DrawablePaper.cs create mode 100644 Assets/02_Scripts/Interaction/DrawablePaper.cs.meta create mode 100644 Assets/02_Scripts/Interaction/PenTip.cs create mode 100644 Assets/02_Scripts/Interaction/PenTip.cs.meta create mode 100644 Assets/03_Shaders/Paper.shader create mode 100644 Assets/03_Shaders/Paper.shader.meta create mode 100644 Assets/04_Models/Tools.meta create mode 100644 Assets/04_Models/Tools/Pen.meta create mode 100644 Assets/04_Models/Tools/Pen/Pen.fbx create mode 100644 Assets/04_Models/Tools/Pen/Pen.fbx.meta create mode 100644 Assets/04_Models/Tools/Pen/Prefabs.meta create mode 100644 Assets/04_Models/Tools/Pen/Prefabs/Pen.prefab rename Assets/{06_Materials/dumy.txt.meta => 04_Models/Tools/Pen/Prefabs/Pen.prefab.meta} (62%) create mode 100644 Assets/06_Materials/Contract_Mat.mat create mode 100644 Assets/06_Materials/Contract_Mat.mat.meta delete mode 100644 Assets/06_Materials/dumy.txt diff --git a/Assets/01_Scenes/Hischool_Chapter1.unity b/Assets/01_Scenes/Hischool_Chapter1.unity index fb3259e6..d4d2edc1 100644 --- a/Assets/01_Scenes/Hischool_Chapter1.unity +++ b/Assets/01_Scenes/Hischool_Chapter1.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:505fc693dd6533bac547c1a9617db969511643ba951a97dc67030541dd9a5b80 -size 4020754 +oid sha256:eae9d7111bf0e563bdb4d6497b1fad7d020a3eab16d647d44770fda1aea698fd +size 4031049 diff --git a/Assets/02_Scripts/Interaction.meta b/Assets/02_Scripts/Interaction.meta new file mode 100644 index 00000000..fe3c8425 --- /dev/null +++ b/Assets/02_Scripts/Interaction.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ed9ad9872e35def43a237b66770f5447 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/02_Scripts/Interaction/DrawablePaper.cs b/Assets/02_Scripts/Interaction/DrawablePaper.cs new file mode 100644 index 00000000..0fa5fcc4 --- /dev/null +++ b/Assets/02_Scripts/Interaction/DrawablePaper.cs @@ -0,0 +1,135 @@ +using UnityEngine; +using UnityEngine.Events; + +// 펜(PenTip)으로 그릴 수 있는 종이. +// 시작 시 RenderTexture를 만들어 원본 텍스처(계약서 인쇄물)를 복사해 넣고, +// 렌더러의 텍스처를 그 RT로 교체한다. 이후 펜이 UV 좌표로 스탬프를 찍는다. +// +// 요구 사항: +// - 이 오브젝트(또는 콜라이더)가 MeshCollider여야 한다 — RaycastHit.textureCoord는 MeshCollider에서만 나온다 +// - 머티리얼은 DinoLove/Paper 셰이더 기준 (_FrontTex). 다른 셰이더면 프로퍼티 이름만 맞춰주면 됨 +public class DrawablePaper : MonoBehaviour +{ + [Header("Canvas")] + [SerializeField] private Renderer _renderer; // 비우면 자기 자신의 Renderer + [SerializeField] private string _texturePropertyName = "_FrontTex"; + [Tooltip("그리기 전 원본(계약서 인쇄물). 비우면 머티리얼의 현재 텍스처, 그것도 없으면 흰 종이")] + [SerializeField] private Texture _sourceTexture; + [SerializeField] private int _textureSize = 1024; + + [Header("서명란 판정")] + [Tooltip("서명으로 인정할 UV 영역 (좌하단 0,0 ~ 우상단 1,1)")] + [SerializeField] private Rect _signatureZone = new Rect(0.55f, 0.05f, 0.4f, 0.2f); + [Tooltip("서명란 안에 스탬프가 이만큼 찍히면 서명 완료로 판정")] + [SerializeField] private int _requiredStamps = 80; + + [Tooltip("서명이 완료되는 순간 1회 호출 (계약 진행 이벤트 연결용)")] + public UnityEvent OnSigned; + + public bool IsSigned { get; private set; } + + private RenderTexture _rt; + private int _zoneStamps; + + private static Texture2D s_softBrush; // 절차 생성 소프트 원 브러시 (전 종이 공유) + + private void Awake() + { + if (_renderer == null) _renderer = GetComponent(); + + _rt = new RenderTexture(_textureSize, _textureSize, 0, RenderTextureFormat.ARGB32); + _rt.Create(); + + // 원본 텍스처로 초기화 (없으면 흰 종이) + var src = _sourceTexture != null ? _sourceTexture : _renderer.material.GetTexture(_texturePropertyName); + if (src != null) + { + Graphics.Blit(src, _rt); + } + else + { + var prev = RenderTexture.active; + RenderTexture.active = _rt; + GL.Clear(false, true, Color.white); + RenderTexture.active = prev; + } + + _renderer.material.SetTexture(_texturePropertyName, _rt); + } + + private void OnDestroy() + { + if (_rt != null) + { + _rt.Release(); + Destroy(_rt); + } + } + + // 두 UV 사이를 브러시 간격으로 보간해서 연속된 선으로 찍는다 (프레임 사이 점선 방지) + public void DrawStroke(Vector2 fromUv, Vector2 toUv, Color ink, float brushSize) + { + float dist = Vector2.Distance(fromUv, toUv); + int steps = Mathf.Max(1, Mathf.CeilToInt(dist / Mathf.Max(brushSize * 0.25f, 0.0005f))); + for (int i = 1; i <= steps; i++) + StampAt(Vector2.Lerp(fromUv, toUv, (float)i / steps), ink, brushSize); + } + + // UV 위치에 브러시 한 번 찍기. brushSize는 종이 가로 대비 지름 비율 (0.02 = 2%) + public void StampAt(Vector2 uv, Color ink, float brushSize) + { + if (_rt == null) return; + + var prev = RenderTexture.active; + RenderTexture.active = _rt; + GL.PushMatrix(); + GL.LoadPixelMatrix(0, _rt.width, _rt.height, 0); // 좌상단 원점 픽셀 좌표계 + + float d = brushSize * _rt.width; // 지름(픽셀) + float px = uv.x * _rt.width - d * 0.5f; + float py = (1f - uv.y) * _rt.height - d * 0.5f; // DrawTexture는 y가 위→아래 + + // DrawTexture의 색 변조는 0.5가 중립(×2 곱)이라 절반으로 넘긴다 + Graphics.DrawTexture(new Rect(px, py, d, d), GetBrush(), new Rect(0, 0, 1, 1), 0, 0, 0, 0, ink * 0.5f); + + GL.PopMatrix(); + RenderTexture.active = prev; + + // 서명란 판정 + if (!IsSigned && _signatureZone.Contains(uv)) + { + _zoneStamps++; + if (_zoneStamps >= _requiredStamps) + { + IsSigned = true; + OnSigned?.Invoke(); + } + } + } + + // 가장자리로 갈수록 투명해지는 원형 브러시를 한 번만 생성 + private static Texture2D GetBrush() + { + if (s_softBrush != null) return s_softBrush; + + const int size = 64; + s_softBrush = new Texture2D(size, size, TextureFormat.RGBA32, false); + s_softBrush.hideFlags = HideFlags.HideAndDontSave; + + var pixels = new Color32[size * size]; + float half = size * 0.5f; + for (int y = 0; y < size; y++) + { + for (int x = 0; x < size; x++) + { + float r = Vector2.Distance(new Vector2(x + 0.5f, y + 0.5f), new Vector2(half, half)) / half; + // 중심은 진하게, 70% 지점부터 부드럽게 빠지는 잉크 느낌 + float a = Mathf.Clamp01(1f - Mathf.InverseLerp(0.7f, 1f, r)); + pixels[y * size + x] = new Color32(255, 255, 255, (byte)(a * 255f)); + } + } + s_softBrush.SetPixels32(pixels); + s_softBrush.Apply(); + return s_softBrush; + } +} diff --git a/Assets/02_Scripts/Interaction/DrawablePaper.cs.meta b/Assets/02_Scripts/Interaction/DrawablePaper.cs.meta new file mode 100644 index 00000000..5026d01b --- /dev/null +++ b/Assets/02_Scripts/Interaction/DrawablePaper.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c7cc7a36389579e4eb095cb50751ced7 \ No newline at end of file diff --git a/Assets/02_Scripts/Interaction/PenTip.cs b/Assets/02_Scripts/Interaction/PenTip.cs new file mode 100644 index 00000000..611b3360 --- /dev/null +++ b/Assets/02_Scripts/Interaction/PenTip.cs @@ -0,0 +1,49 @@ +using UnityEngine; + +// 펜촉. 이 오브젝트의 +Z(파란 축)가 펜촉이 가리키는 방향이 되도록 +// 펜 프리팹의 촉 끝에 빈 오브젝트로 배치할 것. +// 촉이 DrawablePaper에 닿아 있는 동안 매 프레임 잉크를 찍는다. +// 펜 자체는 XRGrabInteractable로 잡는다 — 이 스크립트는 잡혔는지 여부와 무관하게 +// 접촉만 검사하므로, 잡지 않은 펜이 종이에 꽂혀 있으면 그때도 그려진다는 점만 유의. +public class PenTip : MonoBehaviour +{ + [Header("Ink")] + [SerializeField] private Color _inkColor = new Color(0.08f, 0.08f, 0.1f, 1f); // 순검정보다 자연스러운 잉크색 + [Tooltip("선 굵기 — 종이 가로 대비 지름 비율 (0.015 = 1.5%)")] + [SerializeField, Range(0.003f, 0.1f)] private float _brushSize = 0.015f; + + [Header("Contact")] + [Tooltip("펜촉 끝에서 이 거리 안에 종이가 있으면 접촉으로 판정")] + [SerializeField] private float _contactDistance = 0.01f; + [SerializeField] private LayerMask _paperMask = ~0; + + // 펜촉이 종이를 살짝 뚫고 들어가도 인식되도록 촉 뒤쪽에서부터 레이를 쏜다 + private const float CastBack = 0.03f; + + private DrawablePaper _currentPaper; + private Vector2 _lastUv; + + private void Update() + { + Vector3 origin = transform.position - transform.forward * CastBack; + if (Physics.Raycast(origin, transform.forward, out var hit, CastBack + _contactDistance, _paperMask, QueryTriggerInteraction.Ignore)) + { + var paper = hit.collider.GetComponentInParent(); + if (paper != null) + { + Vector2 uv = hit.textureCoord; // MeshCollider 필수 + + if (paper == _currentPaper) + paper.DrawStroke(_lastUv, uv, _inkColor, _brushSize); // 이어 그리기 + else + paper.StampAt(uv, _inkColor, _brushSize); // 새 접촉 — 점 하나 + + _currentPaper = paper; + _lastUv = uv; + return; + } + } + + _currentPaper = null; // 접촉 끊김 — 다음에 닿으면 새 선 시작 + } +} diff --git a/Assets/02_Scripts/Interaction/PenTip.cs.meta b/Assets/02_Scripts/Interaction/PenTip.cs.meta new file mode 100644 index 00000000..2b57a5dc --- /dev/null +++ b/Assets/02_Scripts/Interaction/PenTip.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 993c2a069a0c98144be2ba85ef774def \ No newline at end of file diff --git a/Assets/03_Shaders/Paper.shader b/Assets/03_Shaders/Paper.shader new file mode 100644 index 00000000..0b410fa8 --- /dev/null +++ b/Assets/03_Shaders/Paper.shader @@ -0,0 +1,150 @@ +// 양면 종이 셰이더 (URP) +// - 양면 렌더링: 얇은 종이 메시(Quad/Plane)의 앞뒤가 모두 보인다 +// - _BaseColor: 앞뒤 공통 종이 색 +// - _FrontTex: 앞면(메시의 노멀 방향 면)에만 표시되는 텍스처(인쇄물). 비우면 앞면도 종이 색 그대로 +// - 하프-램버트 + 앰비언트 조명이라 그늘에서도 새까매지지 않음. 그림자 드리우기 포함 +Shader "DinoLove/Paper" +{ + Properties + { + _BaseColor ("Base Color (양면 종이 색)", Color) = (1, 1, 1, 1) + _FrontTex ("Front Texture (앞면 인쇄물)", 2D) = "white" {} + } + + SubShader + { + Tags { "RenderType" = "Opaque" "Queue" = "Geometry" "RenderPipeline" = "UniversalPipeline" } + + // 종이는 얇아서 뒷면도 그린다 + Cull Off + + Pass + { + Name "ForwardLit" + Tags { "LightMode" = "UniversalForward" } + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_instancing + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float2 uv : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + float3 normalWS : TEXCOORD1; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + TEXTURE2D(_FrontTex); + SAMPLER(sampler_FrontTex); + + CBUFFER_START(UnityPerMaterial) + float4 _BaseColor; + float4 _FrontTex_ST; + CBUFFER_END + + Varyings vert(Attributes input) + { + Varyings output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + output.positionCS = TransformObjectToHClip(input.positionOS.xyz); + output.normalWS = TransformObjectToWorldNormal(input.normalOS); + output.uv = TRANSFORM_TEX(input.uv, _FrontTex); + return output; + } + + half4 frag(Varyings input, bool isFrontFace : SV_IsFrontFace) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + + // 양면 공통 종이 색. 앞면에만 텍스처를 곱한다 (기본 white 텍스처 = 종이 색 그대로) + half3 albedo = _BaseColor.rgb; + if (isFrontFace) + albedo *= SAMPLE_TEXTURE2D(_FrontTex, sampler_FrontTex, input.uv).rgb; + + // 뒷면은 노멀을 뒤집어서 조명 계산 + float3 normalWS = normalize(input.normalWS); + if (!isFrontFace) + normalWS = -normalWS; + + // 하프-램버트 + 앰비언트 — 부드러운 종이 음영 + Light mainLight = GetMainLight(); + half ndl = saturate(dot(normalWS, mainLight.direction)) * 0.5h + 0.5h; + half3 lighting = mainLight.color * ndl + SampleSH(normalWS); + + return half4(albedo * lighting, 1); + } + ENDHLSL + } + + // 그림자 드리우기 (없으면 종이가 공중에 뜬 것처럼 보임) + Pass + { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + ZWrite On + ZTest LEqual + ColorMask 0 + Cull Off + + HLSLPROGRAM + #pragma vertex shadowVert + #pragma fragment shadowFrag + #pragma multi_compile_instancing + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" + + float3 _LightDirection; + + struct ShadowAttributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + float4 shadowVert(ShadowAttributes input) : SV_POSITION + { + UNITY_SETUP_INSTANCE_ID(input); + + float3 positionWS = TransformObjectToWorld(input.positionOS.xyz); + float3 normalWS = TransformObjectToWorldNormal(input.normalOS); + float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection)); + + #if UNITY_REVERSED_Z + positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE); + #else + positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE); + #endif + return positionCS; + } + + half4 shadowFrag() : SV_Target + { + return 0; + } + ENDHLSL + } + } + + FallBack "Hidden/Universal Render Pipeline/FallbackError" +} diff --git a/Assets/03_Shaders/Paper.shader.meta b/Assets/03_Shaders/Paper.shader.meta new file mode 100644 index 00000000..8f9b9439 --- /dev/null +++ b/Assets/03_Shaders/Paper.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 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