2026-06-09 룸 프로토타입 디자인 (진행중)

This commit is contained in:
skrwns304@gmail.com
2026-06-09 20:53:26 +09:00
parent 3a18351d17
commit 4c955dafc3
3544 changed files with 226503 additions and 17 deletions

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// Stylized Water 3 by Staggart Creations (http://staggart.xyz)
// COPYRIGHT PROTECTED UNDER THE UNITY ASSET STORE EULA (https://unity.com/legal/as-terms)
// • Copying or referencing source code for the production of new asset store, or public, content is strictly prohibited!
// • Uploading this file to a public repository will subject it to an automated DMCA takedown request.
using System;
using System.Collections;
using UnityEngine;
#if URP
using UnityEngine.Rendering.Universal;
#endif
using UnityEngine.SceneManagement;
using Debug = UnityEngine.Debug;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.SceneManagement;
#endif
namespace StylizedWater3.Demo
{
[ExecuteAlways]
public class DemoController : MonoBehaviour
{
public bool isMainScene;
[Flags]
public enum Requirements
{
None = 0,
DepthTexture = 1,
OpaqueTexture = 2,
LightCookies = 4,
Decals = 8,
RenderFeature = 16,
HeightPrePass = 32,
Splines = 64
}
public Requirements requirements;
#if UNITY_EDITOR
[Space]
public SceneAsset[] sceneAssets = Array.Empty<SceneAsset>();
#endif
[SerializeField]
private string[] sceneGUIDS = Array.Empty<string>();
[SerializeField]
private string[] scenePaths = Array.Empty<string>();
#if UNITY_EDITOR
private void OnValidate()
{
sceneGUIDS = new string[sceneAssets.Length];
scenePaths = new string[sceneAssets.Length];
for (int i = 0; i < sceneAssets.Length; i++)
{
scenePaths[i] = AssetDatabase.GetAssetPath(sceneAssets[i]);
sceneGUIDS[i] = AssetDatabase.AssetPathToGUID(scenePaths[i]);
}
}
#endif
private void OnEnable()
{
#if UNITY_EDITOR
Scene scene = this.gameObject.scene;
string sceneName = scene.name;
string setupMessage = $"Not all functionality in the scene \"{sceneName}\" will work as intended, due to incorrect or missing project settings:\n\n";
bool requiresSetup = false;
#if URP
if (UniversalRenderPipeline.asset)
{
if (requirements.HasFlag(Requirements.DepthTexture))
{
if (UniversalRenderPipeline.asset.supportsCameraDepthTexture == false)
{
requiresSetup = true;
setupMessage += "• Depth texture isn't enabled. Water depth will not look correct.\n";
}
}
if (requirements.HasFlag(Requirements.OpaqueTexture))
{
if (UniversalRenderPipeline.asset.supportsCameraOpaqueTexture == false)
{
requiresSetup = true;
setupMessage += "• Opaque texture isn't enabled. Refraction effect cannot work\n";
}
}
if (requirements.HasFlag(Requirements.LightCookies))
{
if (UniversalRenderPipeline.asset.supportsLightCookies == false)
{
requiresSetup = true;
setupMessage += "• Light cookies aren't enabled\n";
}
LightCookieFormat lightCookieFormat = PipelineUtilities.GetDefaultLightCookieFormat();
if (lightCookieFormat < LightCookieFormat.ColorHigh)
{
requiresSetup = true;
setupMessage += "• Light cookie format isn't set to \"Color High\" or \"Color HDR\"\n";
}
}
if (requirements.HasFlag(Requirements.Decals))
{
if (PipelineUtilities.IsDecalRenderFeatureSetup() == false)
{
requiresSetup = true;
setupMessage += "• Decal render feature isn't set up\n";
}
}
if (requirements.HasFlag(Requirements.RenderFeature))
{
if (PipelineUtilities.RenderFeatureAdded<StylizedWaterRenderFeature>() == false)
{
requiresSetup = true;
setupMessage += "• Stylized Water render feature isn't set up\n";
}
}
if (requirements.HasFlag(Requirements.HeightPrePass))
{
StylizedWaterRenderFeature renderFeature = (StylizedWaterRenderFeature)PipelineUtilities.GetRenderFeature<StylizedWaterRenderFeature>();
if (renderFeature == null || renderFeature.heightPrePassSettings.enable == false)
{
requiresSetup = true;
setupMessage += "• Height pre-pass is disabled on the Stylized Water render feature\n";
}
}
}
#endif
if (requirements.HasFlag(Requirements.Splines))
{
#if !SPLINES
requiresSetup = true;
setupMessage += "• Splines package isn't installed\n";
#endif
}
setupMessage += "\nIf you're unsure what this means, please consult the \"Getting Started\" documentation section for instructions.";
if (Application.isPlaying == false && UnityEditor.BuildPipeline.isBuildingPlayer == false && Application.isBatchMode == false)
{
if (requiresSetup)
{
UnityEditor.EditorUtility.DisplayDialog("Stylized Water 3", setupMessage, "OK");
}
}
#endif
SceneManager.sceneLoaded += OnSceneLoaded;
if (Application.isPlaying == false)
{
OpenScenes();
}
else
{
StartCoroutine(OpenScenesRoutine());
}
}
private void OnSceneLoaded(Scene scene, LoadSceneMode loadSceneMode)
{
if (isMainScene)
{
SceneManager.SetActiveScene(this.gameObject.scene);
}
}
private IEnumerator OpenScenesRoutine()
{
yield return new WaitForEndOfFrame();
OpenScenes();
}
void OpenScenes()
{
for (int i = 0; i < scenePaths.Length; i++)
{
string path = scenePaths[i];
//Scene not found, possibly an extension not currently installed or a dev-only scene
if (path == string.Empty) continue;
Scene scene = SceneManager.GetSceneByPath(path);
if (scene.isLoaded == false)
{
//Debug.Log($"scene {path} being loaded");
if (Application.isPlaying)
{
SceneManager.LoadScene(path, LoadSceneMode.Additive);
//StartCoroutine(LoadScene(path));
}
else
{
#if UNITY_EDITOR
EditorSceneManager.OpenScene(path, OpenSceneMode.Additive);
#endif
}
//Debug.Log($"{path} loaded");
}
}
}
IEnumerator LoadScene(string path)
{
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(path, LoadSceneMode.Additive);
while (!asyncLoad.isDone)
{
yield return null;
}
}
private void OnDisable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
}
}

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fileFormatVersion: 2
guid: 9ce943a824c74c80851ddb105b5964c9
timeCreated: 1717490223
AssetOrigin:
serializedVersion: 1
productId: 287769
packageName: Stylized Water 3
packageVersion: 3.2.7
assetPath: Assets/Stylized Water 3/_Demo/Scripts/DemoController.cs
uploadId: 927372

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// Stylized Water 3 by Staggart Creations (http://staggart.xyz)
// COPYRIGHT PROTECTED UNDER THE UNITY ASSET STORE EULA (https://unity.com/legal/as-terms)
// • Copying or referencing source code for the production of new asset store, or public, content is strictly prohibited!
// • Uploading this file to a public repository will subject it to an automated DMCA takedown request.
#if (ENABLE_INPUT_SYSTEM && INPUT_SYSTEM_INSTALLED)
#define USE_INPUT_SYSTEM
#endif
using System;
using UnityEngine;
using UnityEngine.Rendering;
#if UNITY_EDITOR
using UnityEditor;
#endif
#if USE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
namespace StylizedWater3.Demo
{
[ExecuteAlways]
public class DemoLightingController : MonoBehaviour
{
[Serializable]
public class Preset
{
public string name;
public Material skybox;
[Header("Direct light")]
[Range(0f, 90f)]
public float sunAngle = 45;
[Range(0f, 360f)]
public float sunRotation = 0f;
public float intensity = 1f;
public Color tint = Color.white;
[Header("Indirect light")]
public Color ambientColor = Color.gray;
[Header("Fog")]
public Color fogColor = Color.white;
[Range(0.0001f, 0.01f)]
public float fogDensity = 0.002f;
}
public static bool ShowGUI = true;
[Min(0)]
public int activeIndex = 0;
public Preset[] presets = Array.Empty<Preset>();
public ReflectionProbe reflectionProbe;
[NonSerialized]
private Material m_skybox;
private Light sun;
[SerializeField]
private bool realtimeReflectionProbesDisabled;
#if USE_INPUT_SYSTEM
private InputAction[] numberKeyActions;
#endif
private void OnEnable()
{
realtimeReflectionProbesDisabled = QualitySettings.realtimeReflectionProbes;
if (!realtimeReflectionProbesDisabled)
{
//Debug.LogWarning("Realtime Reflection Probes are disabled in your Quality Settings, this is by default in new Unity projects. To ensure the water looks correct, it has been enabled temporarily.");
//QualitySettings.realtimeReflectionProbes = true;
}
ApplyPreset(activeIndex);
#if UNITY_EDITOR
UnityEditor.SceneView.duringSceneGui += OnSceneGUI;
#endif
SetupInput();
}
private void SetupInput()
{
#if USE_INPUT_SYSTEM
numberKeyActions = new InputAction[9];
for (int i = 0; i < 9; i++)
{
int presetIndex = i;
numberKeyActions[i] = new InputAction($"Preset{presetIndex + 1}", binding: $"<Keyboard>/{presetIndex + 1}");
numberKeyActions[i].performed += ctx => OnNumberKeyPressed(presetIndex);
numberKeyActions[i].Enable();
}
#endif
}
private void OnDisable()
{
RenderSettings.defaultReflectionMode = DefaultReflectionMode.Skybox;
#if UNITY_EDITOR
UnityEditor.SceneView.duringSceneGui -= OnSceneGUI;
#endif
//Do not meddle with project settings, restore changes
if (realtimeReflectionProbesDisabled == false && QualitySettings.realtimeReflectionProbes == true) QualitySettings.realtimeReflectionProbes = false;
#if USE_INPUT_SYSTEM
if (numberKeyActions != null)
{
foreach (var action in numberKeyActions)
{
action.Disable();
action.Dispose();
}
}
#endif
}
private readonly int SkyboxTexID = Shader.PropertyToID("_Tex");
public void ApplyPreset(int index = -1)
{
if (index < 0) index = activeIndex;
if (this.gameObject.activeInHierarchy == false) return;
if (index > presets.Length) return;
activeIndex = index;
Preset preset = presets[index];
#if UNITY_6000_4_OR_NEWER
Light[] lights = FindObjectsByType<Light>(FindObjectsInactive.Exclude);
#else
Light[] lights = FindObjectsByType<Light>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
#endif
for (int i = 0; i < lights.Length; i++)
{
if (lights[i].type == LightType.Directional) sun = lights[i];
}
if (m_skybox == null || preset.skybox.GetTexture(SkyboxTexID) != RenderSettings.skybox.GetTexture(SkyboxTexID))
{
CreateSkyboxMat(preset.skybox);
}
sun.intensity = preset.intensity;
sun.color = preset.tint;
m_skybox.CopyPropertiesFromMaterial(preset.skybox);
m_skybox.SetTexture(SkyboxTexID, preset.skybox.GetTexture(SkyboxTexID));
sun.transform.eulerAngles = new Vector3(preset.sunAngle, preset.sunRotation, 0f);
m_skybox.SetFloat("_Rotation", -sun.transform.eulerAngles.y);
RenderSettings.skybox = m_skybox;
RenderSettings.fogColor = preset.fogColor;
RenderSettings.fogDensity = preset.fogDensity;
RenderSettings.ambientLight = preset.ambientColor;
if (reflectionProbe)
{
reflectionProbe.RenderProbe();
//RenderSettings.defaultReflectionMode = DefaultReflectionMode.Custom;
//RenderSettings.customReflectionTexture = reflectionProbe.texture;
}
else
{
//RenderSettings.defaultReflectionMode = DefaultReflectionMode.Skybox;
}
}
private void CreateSkyboxMat(Material source)
{
m_skybox = new Material(source);
m_skybox.name = "Temp skybox";
}
private void OnNumberKeyPressed(int index)
{
if (index < presets.Length)
{
ApplyPreset(index);
}
}
#if UNITY_EDITOR
private void OnSceneGUI(SceneView sceneView)
{
Handles.BeginGUI();
OnGUI();
Handles.EndGUI();
}
#endif
private void OnGUI()
{
if (!ShowGUI) return;
using (new GUILayout.HorizontalScope(GUILayout.Width(300f)))
{
GUILayout.Label(" Lighting Presets:", GUI.skin.label);
for (int i = 0; i < presets.Length; i++)
{
GUI.enabled = (activeIndex != i);
if (GUILayout.Button(presets[i].name))
{
ApplyPreset(i);
#if UNITY_EDITOR
UnityEditor.EditorUtility.SetDirty(this);
#endif
}
}
GUI.enabled = true;
}
}
}
#if UNITY_EDITOR
[CustomEditor(typeof(DemoLightingController))]
public class DemoLightingControllerEditor : Editor
{
private DemoLightingController component;
private SerializedProperty presets;
private SerializedProperty reflectionProbe;
private string proSkinPrefix => EditorGUIUtility.isProSkin ? "d_" : "";
private void OnEnable()
{
component = (DemoLightingController)target;
presets = serializedObject.FindProperty("presets");
reflectionProbe = serializedObject.FindProperty("reflectionProbe");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(reflectionProbe);
DemoLightingController.ShowGUI = EditorGUILayout.Toggle("Show GUI", DemoLightingController.ShowGUI);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Presets", EditorStyles.boldLabel);
for (int i = 0; i < presets.arraySize; i++)
{
if (GUILayout.Button("Set Active"))
{
component.activeIndex = i;
component.ApplyPreset(i);
EditorUtility.SetDirty(component);
}
using (new EditorGUI.DisabledGroupScope(component.activeIndex != i))
{
EditorGUI.BeginChangeCheck();
using (new EditorGUILayout.HorizontalScope(EditorStyles.helpBox))
{
using (new EditorGUILayout.VerticalScope())
{
GUILayout.Space(5f);
SerializedProperty param = presets.GetArrayElementAtIndex(i);
EditorGUILayout.PropertyField(param);
GUILayout.Space(5f);
}
if (GUILayout.Button(new GUIContent("", EditorGUIUtility.IconContent(proSkinPrefix + "TreeEditor.Trash").image, "Remove parameter"), EditorStyles.miniButton, GUILayout.Width(30f))) presets.DeleteArrayElementAtIndex(i);
}
if (EditorGUI.EndChangeCheck())
{
if (component.activeIndex == i)
{
component.ApplyPreset(i);
}
}
}
GUILayout.Space(3f);
}
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.FlexibleSpace();
if (GUILayout.Button(new GUIContent(" Add", EditorGUIUtility.IconContent(proSkinPrefix + "Toolbar Plus").image, "Insert new parameter"), EditorStyles.miniButton, GUILayout.Width(60f)))
{
presets.InsertArrayElementAtIndex(presets.arraySize);
}
}
if (EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();
}
}
}
#endif
}

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fileFormatVersion: 2
guid: cba965c6fe284869ba24e6006356c9a9
timeCreated: 1727092186
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serializedVersion: 1
productId: 287769
packageName: Stylized Water 3
packageVersion: 3.2.7
assetPath: Assets/Stylized Water 3/_Demo/Scripts/DemoLightingController.cs
uploadId: 927372

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}

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