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[추가] 2021-08-05 확인

GoogleMobileAds v6.0.1(2021-06-27 업데이트)에서 수정됐다.

https://github.com/googleads/googleads-mobile-unity/releases/tag/v6.0.1

------------------------------------------------------------------------

 

GoogleMobileAds v6.0.0이 나와서 설치했는데 iOS에서 Build Error가 나서 확인해보니 GoogleMobileAds v6.0.0 버그 같다.

 

아래와 같이 Workaround.m 파일을 만들어서 추가하면 해결 된다.

------------------------------------------------------------------------

qbit86 commented 2 days ago

@onom88
It would probably be sufficient to reduce Assets/Plugins/iOS/Workaround.m to just this, with no headers needed at all:
// Workaround for https://github.com/googleads/googleads-mobile-unity/issues/1616

typedef const void *GADUTypeInterstitialRef;

typedef const void *GADUTypeRewardedAdRef;

typedef const void *GADUTypeRequestRef;

void GADURequestInterstitial(GADUTypeInterstitialRef interstitial, GADUTypeRequestRef request) { }

void GADURequestRewardedAd(GADUTypeRewardedAdRef rewardedAd, GADUTypeRequestRef request) { }

 

 

[링크] https://github.com/googleads/googleads-mobile-unity/issues/1616

 

Build iOS failed: Undefined symbols for architecture arm64: "_GADURequestInterstitial" · Issue #1616 · googleads/googleads-mob

Unity version: 2020.3.1 - 2020.3.6 Google Mobile Ads Unity plugin version: 6.0.0 Platform: iOS Platform OS version: n/a Any specific devices issue occurs on: n/a Mediation ad networks used, and the...

github.com

 

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Android는 aab 등록을 위해서 signing key를 등록해야 하는데요, (최초 1회만)

key 확보하여 등록하는 방법은 아래의 세 가지 방법 중 하나로 진행할 수 있습니다.

 

 

 

A. Android Studio에서 export한 키를 업로드 하는 방법

(2번까지만 하면 되고, 3번은 보안 강화를 위한 선택사항)

 

B. Java keystore로 export 해서 업로드 하는 방법

pepk.jar
2.05MB

$ java -jar pepk.jar --keystore=foo.keystore --alias=foo --output=encrypted_private_key_path --encryptionkey=eb10fe8f7c7c9df715022017b00c6471f8ba8170b13049a11e6c09ffe3056a104a3bbe4ac5a955f4ba4fe93fc8cef27558a3eb9d2a529a2092761fb833b656cd48b9de6a

encrypted_private_key_path : path에 파일명 포함해야 됨(예: c:\MyProject.keystore)

 

 

C. 그밖의 툴로 export해서 업로드 하는 방법

eb10fe8f7c7c9df715022017b00c6471f8ba8170b13049a11e6c09ffe3056a104a3bbe4ac5a955f4ba4fe93fc8cef27558a3eb9d2a529a2092761fb833b656cd48b9de6a

 

 

[참조] developer.android.com/studio/publish/app-signing

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[증상]

Unity2019에서 Unity Audience Network(FAN) 6.2.1 추가된 상태로 iOS 빌드하니,

Runtime 중에 'FBAdSettings is a final class and cannot be subclassed.'와 같은 에러를 내면서 크래시가 남.

 

[해결]

인터넷 검색해보니 iOS Framework에는 Static과 Dynamic 두가지가 있는데, FAN의 Adapter는 Dynamic을 사용하고 있어서 일어나는 크래시 같다.

'Assets-External Dependency Manager-iOS Resolver-Settings-Link frameworks statically'에 체크(v) 해서,

framework을 static으로 바꾸자.

 

 

[출처] zenn.dev/sukedon/scraps/ff1efb96738309

 

[Unity,MAX]FBAudienceNetworkでクラッシュ

Unity製アプリにMAXというApplovinのメディエーションツールを使ってFacebookAudienceNetworkを導入していた。 最新のバージョンにアップデートしたら起動時にクラッシュするようになった。

zenn.dev

 

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[링크] 200301.tistory.com/25

 

[dotPeek] 설치 방법

[dotPeek] 설치 방법 오늘은 "dotPeek" 다운로드에 대해 설명을 드리려고 합니다. dotPeek 란? .NET 어셈블리를 해당 C# 코드로 디컴파일하고 내부적으로 어떻게 프로그래밍 되어있는지 확인 할 수 있도록

200301.tistory.com

 

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First thing to do was to switch to Unity beta 2018.1. There you have the UnityWebRequest.certificateHandler This allows to set up custom certificate validation. one last thing to do is to create an object extending CertificateHandler to manage Certificate validation. (See here in Unity beta documentation)


Here is the code :

MyMonoBehaviour :

 IEnumerator GetRequest(string uri){
     UnityWebRequest request = UnityWebRequest.Get(uri);
     request.certificateHandler = new AcceptAllCertificatesSignedWithASpecificKeyPublicKey();
     yield return request.SendWebRequest ();
     if (request.isNetworkError)
     {
         Debug.Log("Something went wrong, and returned error: " + request.error);
     }
     else
     {
         // Show results as text
         Debug.Log(request.downloadHandler.text);
     }
 }

 

AcceptAllCertificatesSignedWithASpecificKeyPublicKey :

 using UnityEngine.Networking;
 using System.Security.Cryptography.X509Certificates;
 using UnityEngine;
 // Based on https://www.owasp.org/index.php/Certificate_and_Public_Key_Pinning#.Net
 class AcceptAllCertificatesSignedWithASpecificKeyPublicKey : CertificateHandler
 {
 
  // Encoded RSAPublicKey
  private static string PUB_KEY = "mypublickey";
  protected override bool ValidateCertificate(byte[] certificateData)
  {
     X509Certificate2 certificate = new X509Certificate2(certificateData);
     string pk = certificate.GetPublicKeyString();
     if (pk.ToLower().Equals(PUB_KEY.ToLower()))
         return true;
     return false;
  }
 }

 

 

[출처]

answers.unity.com/questions/1479862/unitywebrequest-tomcat-redirect-and-self-signed-ss.html?_ga=2.234326166.94048792.1618987174-1334006087.1612316380

 

UnityWebRequest tomcat redirect and self signed SSL certificate - Unity Answers

 

answers.unity.com

 

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2019-02-08 update:
Celery is now available for free here!

Here's a toon/cel/anime shader I've been working on that I am redying up for release. It has been designed to be easy for artists to use but also to offer heavy customizability.
I'm making this thread to gauge if there is interest in any particular features, or just general feedback.

The gist of the asset is:
  • Forward-rendered cel-shader with full support for realtime lights + shadows
  • Ramp texture support for custom styles or skin shading
  • Smoothly control the cel-effect with a slider, ranging from "normal" smooth shading to 100% sharp edges
  • Supports a number of effects aimed towards making a material appear to be animated/drawn (specular, rim lighting, cubemap reflections)
  • Supports vertex colors, HSV adjustment with color masking, specular/gloss maps, normal maps, alpha testing, alpha blending (separate material), vertex-displaced outline (integrated in the same material or as a separate shader) as well as some custom ambient lighting
  • Also bundled with the asset is a number of stylized cubemaps useful for toon-like reflections (such as hair reflections or eye glints)
  • Runs well on mobile and plan is to test and make sure it is VR-compatible as well.
Anyway, here are some screenshots:








Currently I am interested in testing it out with more models (as well as gathering some screenshots and feedback). If you've got a smiple-styled model (preferably a character) and you'd like to give it a try, send me a PM with an image of it and I'll send you the asset so you can test it out!

 

 

[출처] forum.unity.com/threads/celery-toon-cel-shader.510330/

 

Celery - Toon/Cel shader

2019-02-08 update: Celery is now available for free here! Here's a toon/cel/anime shader I've been working on that I am redying up for release. It has...

forum.unity.com

 

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[펌] Toon Shader

Unity3D/Shader / 2021. 3. 30. 13:50

You will learn to write a lit toon shader from scratch. The shader will be lit by a single directional light, and cast and receive shadows.

Toon shading (often called cel shading) is a rendering style designed to make 3D surfaces emulate 2D, flat surfaces. This style entered the mainstream with games like Jet Set Radio and The Wind Waker.

This tutorial will describe step-by-step how to write a toon shader in Unity. The shader will receive light from a single directional source, and have specular reflections and rim lighting. We will use the art style of The Legend of Zelda: Breath of the Wild as our reference, although we will not implement some of the more complex rendering techniques used in the game.

Breath of the Wild divides surfaces into two bands of lightness, adding rim and specular on top. The rim is only applied to surfaces illuminated by the main directional light.

The completed project is provided at the end of the article. Note that it also contains a large amount of comments in the created shader file to aid understanding.

Prerequisites

To complete this tutorial, you will need a working knowledge of Unity engine, and a basic understanding of shader syntax and functionality.

Download starter project .zip

These tutorials are made possible, and kept free and open source, by your support. If you enjoy them, please consider becoming my patron through Patreon.

 

Getting started

Download the starter project provided above and open it in the Unity editor. Open the Main scene, and open the Toon shader in your preferred code editor.

This file contains a simple shader that outputs a sampled texture, tinted by a color (with the default color set to cornflower blue). We will build off this file to create our toon shader.

1. Directional lighting

When writing shaders in Unity that interact with lighting it is common to use Surface Shaders. Surface shaders use code generation to automate the object's interaction with lights and global illumination. However, as our shader will only interact with a single directional light, it will not be necessary to use surface shaders.

We will set up our shader to receive lighting data. Add the following code at the top of the Pass, just after its opening curly brace.

Tags { "LightMode" = "ForwardBase" "PassFlags" = "OnlyDirectional" }

The first line requests some lighting data to be passed into our shader, while the second line further requests to restrict this data to only the main directional light. You can read more about Pass tags here.

To calculate our lighting, we will use a common shading model called Blinn-Phong, and apply some additional filters to give it a toon look. The first step is to calculate the amount of light received by the surface from the main directional light. The amount of light is proportional to the direction, or normal of the surface with respect to the light direction.

Blinn-Phong shading vectors, where L is the vector to the light source and N is the normal of the surface.

We'll need access to the object's normal data within our shader. Add the following code.

// Inside the appdata struct. float3 normal : NORMAL;// Inside the v2f struct. float3 worldNormal : NORMAL;

The normals in appdata are populated automatically, while values in v2f must be manually populated in the vertex shader. As well, we want to transform the normal from object space to world space, as the light's direction is provided in world space. Add the following line to the vertex shader.

o.worldNormal = UnityObjectToWorldNormal(v.normal);

With the world normal now available in the fragment shader, we can compare it to the light's direction using the Dot Product.

The dot product takes in two vectors (of any length) and returns a single number. When the vectors are parallel in the same direction and are unit vectors (vectors of length 1), this number is 1. When they are perpendicular, it returns 0. As you move a vector away from parallel—towards perpendicular—the dot product result will move from 1 to 0 non-linearly. Note that when the angle between the vectors is greater than 90, the dot product will be negative.

Add the following to the fragment shader. Note that existing code that is modified will be highlighted in yellow. New code is not highlighted.

// At the top of the fragment shader. float3 normal = normalize(i.worldNormal); float NdotL = dot(_WorldSpaceLightPos0, normal);// Modify the existing return line. return _Color * sample * NdotL;

This has rendered out a realistic style of illumination. To modify it to be toon-like, we will divide the lighting into two bands: light and dark.

// Below the NdotL declaration. float lightIntensity = NdotL > 0 ? 1 : 0; … return _Color * sample * lightIntensity;

What if we wanted more than two discrete bands of shading?

2. Ambient light

This looks good, but the dark side is too dark; right now it is completely black. Also, the edge between dark and light looks a bit sharp, but we'll deal with that later. For now, we will add ambient light.

Ambient light represents light that bounces off the surfaces of objects in the area and is scattered in the atmosphere. We will model it as a light that affects all surfaces equally and is additive to the main directional light.

// Add as a new property. [HDR] _AmbientColor("Ambient Color", Color) = (0.4,0.4,0.4,1)// Matching variable, add above the fragment shader. float4 _AmbientColor; … return _Color * sample * (_AmbientColor + lightIntensity);

You'll notice that modifying the intensity or color of the Directional Light in the scene does not affect our shader. We will add some code to include this in our lighting calculations.

What does [HDR] mean above the _AmbientColor property?

// Add below the existing #include "UnityCG.cginc" #include "Lighting.cginc"// Add below the lightIntensity declaration. float4 light = lightIntensity * _LightColor0;return _Color * sample * (_AmbientColor + light);

We multiply our existing lightIntensity value and store it in a float4, so that we include the light's color in our calculation. _LightColor0 is the color of the main directional light. It is a fixed4 declared in the Lighting.cginc file, so we include the file above to make use of the value.

Before going further, we'll soften the edge between light and dark to remove the jaggedness. Right now, the transition from light to dark is immediate and occurs over a single pixel. Instead, we'll smoothly blend the value from one to zero, using the smoothstep function.

smoothstep takes in three values: a lower bound, an upper bound and a value expected to be between these two bounds. smoothstep returns a value between 0 and 1 based on how far this third value is between the bounds. (If it is outside the lower or upper bound, smoothstep returns a 0 or 1, respectively).

Comparison between smoothstep (left) and a linear function (right). The values are mapped to the greyscale background, as well as the curves in red.

smoothstep is not linear: as the value moves from 0 to 0.5, it accelerates, and as it moves from 0.5 to 1, it decelerates. This makes it ideal for smoothly blending values, which is how we'll use it to blend our light intensity value.

float lightIntensity = smoothstep(0, 0.01, NdotL);

Our lower and upper bounds, 0 and 0.01, are very close together—this helps maintain a relatively sharp, toony edge. When NdotL is above 0.01 or below 0 it returns one and zero like before, respectively. However, in between that range it will smoothly blend between 0 and 1.

3. Specular reflection

Specular reflection models the individual, distinct reflections made by light sources. This reflection is view dependent, in that it is affected by the angle that the surface is viewed at. We will calculate the world view direction in the vertex shader and pass it into the fragment shader. This is the direction from the current vertex towards the camera.

// Add to the v2f struct. float3 viewDir : TEXCOORD1;// Add to the vertex shader. o.viewDir = WorldSpaceViewDir(v.vertex);

We'll now implement the specular component of Blinn-Phong. This calculation takes in two properties from the surface, a specular color that tints the reflection, and a glossiness that controls the size of the reflection.

// Add as new properties. [HDR] _SpecularColor("Specular Color", Color) = (0.9,0.9,0.9,1) _Glossiness("Glossiness", Float) = 32// Matching variables. float _Glossiness; float4 _SpecularColor;

The strength of the specular reflection is defined in Blinn-Phong as the dot product between the normal of the surface and the half vector. The half vector is a vector between the viewing direction and the light source; we can obtain this by summing those two vectors and normalizing the result.

// Add to the fragment shader, above the line sampling _MainTex. float3 viewDir = normalize(i.viewDir); float3 halfVector = normalize(_WorldSpaceLightPos0 + viewDir); float NdotH = dot(normal, halfVector); float specularIntensity = pow(NdotH * lightIntensity, _Glossiness * _Glossiness);return _Color * sample * (_AmbientColor + light + specularIntensity);

We control the size of the specular reflection using the pow function. We multiply NdotH by lightIntensity to ensure that the reflection is only drawn when the surface is lit. Note that _Glossiness is multiplied by itself to allow smaller values in the material editor to have a larger effect, and make it easier to work with the shader.

Once again we will use smoothstep to toonify the reflection, and multiply the final output by the _SpecularColor.

// Add below the specularIntensity declaration. float specularIntensitySmooth = smoothstep(0.005, 0.01, specularIntensity); float4 specular = specularIntensitySmooth * _SpecularColor;return _Color * sample * (_AmbientColor + light + specular);

4. Rim lighting

Rim lighting is the addition of illumination to the edges of an object to simulate reflected light or backlighting. It is especially useful for toon shaders to help the object's silhouette stand out among the flat shaded surfaces.

The "rim" of an object will be defined as surfaces that are facing away from the camera. We will therefore calculate the rim by taking the dot product of the normal and the view direction, and inverting it.

// In the fragment shader, below the line declaring specular. float4 rimDot = 1 - dot(viewDir, normal);return _Color * sample * (_AmbientColor + light + specular + rimDot);

Once again, we'll toonify the effect by thresholding the value with smoothstep.

// Add as new properties. [HDR] _RimColor("Rim Color", Color) = (1,1,1,1) _RimAmount("Rim Amount", Range(0, 1)) = 0.716// Matching variables. float4 _RimColor; float _RimAmount;// Add below the line declaring rimDot. float rimIntensity = smoothstep(_RimAmount - 0.01, _RimAmount + 0.01, rimDot); float4 rim = rimIntensity * _RimColor;return _Color * sample * (_AmbientColor + light + specular + rim);

With the rim being drawn around the entire object, it tends to resemble an outline more than a lighting effect. We'll modify it to only appear on the illuminated surfaces of the object.

// Add above the existing rimIntensity declaration, replacing it. float rimIntensity = rimDot * NdotL; rimIntensity = smoothstep(_RimAmount - 0.01, _RimAmount + 0.01, rimIntensity);

This is better, but it would be useful to be able to control how far the rim extends along the lit surface. We'll use the pow function to scale the rim.

// Add as a new property. _RimThreshold("Rim Threshold", Range(0, 1)) = 0.1// Matching variable. float _RimThreshold;float rimIntensity = rimDot * pow(NdotL, _RimThreshold);

5. Shadows

As a final step, we will add the ability for our shader to cast and receive shadows. Shadow casting is very simple. Add the following line of code below the entire Pass (outside the curly braces).

// Insert just after the closing curly brace of the existing Pass. UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"

UsePass grabs a pass from a different shader and inserts it into our shader. In this case, we are adding a pass that is used by Unity during the shadow casting step of the rendering process.

In order to receive shadows, we will need to know in the fragment shader whether a surface is in a shadow or not, and factor that in to our illumination calculation. To sample the shadow map cast by a light, we'll need to transfer texture coordinates from the vertex shader to the fragment shader.

// As a new include, below the existing ones. #include "AutoLight.cginc"// Add to the v2f struct. SHADOW_COORDS(2)// Add to the vertex shader. TRANSFER_SHADOW(o)

We include Autolight.cginc, a file that contains several macros we will use to sample shadows. SHADOW_COORDS(2) generates a 4-dimensional value with varying precision (depending on the target platform) and assigns it to the TEXCOORD semantic at the provided index (in our case, 2).

TRANSFER_SHADOW transforms the input vertex's space to the shadow map's space, and then stores it in the SHADOW_COORD we declared.

Before we can sample the shadow map, however, we need to ensure our shader is set up to handle two different lighting cases: when the main directional light does and does not cast shadows. Unity will help us handle these two configurations by compiled multiple variants of this shader for each use case. You can read more about shader variants here. We will use a built-in shortcut to compile our variants. Add the following line of code just below the #pragma fragment frag line.

#pragma multi_compile_fwdbase

This shortcut instructs Unity to compile all variants necessary for forward base rendering. We can now sample the value in the shadow map, and apply it to our lighting calculation.

// In the fragment shader, above the existing lightIntensity declaration. float shadow = SHADOW_ATTENUATION(i); float lightIntensity = smoothstep(0, 0.01, NdotL * shadow);

SHADOW_ATTENUATION is a macro that returns a value between 0 and 1, where 0 indicates no shadow and 1 is fully shadowed. We multiply NdotL by this value, as it is the variable that stores how much light we received from the main directional light.

Conclusion

Toon shaders come in a wide variety of graphical styles, but achieving the effect usually centers around taking a standard lighting setup (as we did with Blinn-Phong) and applying a step function to it. In fact, when normals and lighting data is available it can be done as a post process effect. An example of this can be found in this tutorial for Unreal Engine 4.

View source GitHub repository

Leave me a message

Send me some feedback about the tutorial in the form below. I'll get back to you as soon as I can! You can alternatively message me through Twitter or Reddit.

 

 

[출처] roystan.net/articles/toon-shader.html

 

Unity Toon Shader Tutorial at Roystan

Learn to write a toon shader for Unity engine with specular reflections, rim lighting and shadow casting.

roystan.net

 

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[링크] darkcatgame.tistory.com/27

 

Unity Cel Shading - 카툰렌더링

Cel Shading은 3D 오브젝트에 외각선을 강조하고, 명암을 표현 할 때 그라데이션이 아닌 단계별로 표현하여 만화 같은 느낌을 내는 것으로 Toon Shading, Cartoon Rendering이라고도 불린다. 대표적인 Cel Sha

darkcatgame.tistory.com

 

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[링크1] blog.naver.com/buwhak/221238104504

 

synology 시놀로지 218+ plex 설정하기

218+ 세팅을 하면서 가장 스트레스 받고 힘들었던 plex 설정이다 ㅠㅠ​대체적으로 218+에서 plex로 웬만한...

blog.naver.com

[링크2] hospital82.tistory.com/93

 

시놀로지 패키지 활용 #4 - NAS 안에 있는 동영상 파일을 스트리밍해서 보자, PLEX

안녕하세요, 남두오성입니다. 이제 슬슬 시놀로지 NAS가 익숙해 지시면서, "내가 왜 이고생을 사서 하고 있나...." 라는 생각이 드실수도 있는 때가 되었습니다. 하지만, 와이프에게 "이럴려고 이

hospital82.tistory.com

[링크3] www.clien.net/service/board/kin/13197295

 

Plex 라이브러리 추가가 안됩니다. : 클리앙

시놀로지 718+ 사용중입니다. NAS에 Plex Media Server 설치하고... 설정 / 서버에서 원격접속 확인됐습니다. 초록색 체크표시도 뜨구요. 이 상태에서, 라이브러리 추가를 하면... 폴더에 volume1이라는 폴

www.clien.net

Plex 라이브러리 추가가 안될 때 >> 제어판 - 공유폴더 - 사용하는Video의 폴더 편집 - 권한 - 시스템 내부 사용자 탭 - PlexMediaServer 에 읽기/쓰기 권한을 주시면됩니다.

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[링크1] seeit.kr/2087

 

시놀로지 나스 admin 계정 비밀번호 초기화 방법

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seeit.kr

[링크2] blog.naver.com/cmtes_inc/220806084869

 

시놀로지NAS DS1815+ 비밀번호 분실로 관리자계정 초기화하다.

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blog.naver.com

 

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