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[링크] https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.1/manual/upgrading-your-shaders.html#shader-mappings

 

Shader mappings

The following table shows which URP shaders the Built-in Render Pipeline shaders convert to when you use the Render Pipeline Converter.

Unity built-in shaderUniversal Render Pipeline shader
Standard Universal Render Pipeline/Lit
Standard (Specular Setup) Universal Render Pipeline/Lit
Standard Terrain Universal Render Pipeline/Terrain/Lit
Particles/Standard Surface Universal Render Pipeline/Particles/Lit
Particles/Standard Unlit Universal Render Pipeline/Particles/Unlit
Mobile/Diffuse Universal Render Pipeline/Simple Lit
Mobile/Bumped Specular Universal Render Pipeline/Simple Lit
Mobile/Bumped Specular(1 Directional Light) Universal Render Pipeline/Simple Lit
Mobile/Unlit (Supports Lightmap) Universal Render Pipeline/Simple Lit
Mobile/VertexLit Universal Render Pipeline/Simple Lit
Legacy Shaders/Diffuse Universal Render Pipeline/Simple Lit
Legacy Shaders/Specular Universal Render Pipeline/Simple Lit
Legacy Shaders/Bumped Diffuse Universal Render Pipeline/Simple Lit
Legacy Shaders/Bumped Specular Universal Render Pipeline/Simple Lit
Legacy Shaders/Self-Illumin/Diffuse Universal Render Pipeline/Simple Lit
Legacy Shaders/Self-Illumin/Bumped Diffuse Universal Render Pipeline/Simple Lit
Legacy Shaders/Self-Illumin/Specular Universal Render Pipeline/Simple Lit
Legacy Shaders/Self-Illumin/Bumped Specular Universal Render Pipeline/Simple Lit
Legacy Shaders/Transparent/Diffuse Universal Render Pipeline/Simple Lit
Legacy Shaders/Transparent/Specular Universal Render Pipeline/Simple Lit
Legacy Shaders/Transparent/Bumped Diffuse Universal Render Pipeline/Simple Lit
Legacy Shaders/Transparent/Bumped Specular Universal Render Pipeline/Simple Lit
Legacy Shaders/Transparent/Cutout/Diffuse Universal Render Pipeline/Simple Lit
Legacy Shaders/Transparent/Cutout/Specular Universal Render Pipeline/Simple Lit
Legacy Shaders/Transparent/Cutout/Bumped Diffuse Universal Render Pipeline/Simple Lit
Legacy Shaders/Transparent/Cutout/Bumped Specular Universal Render Pipeline/Simple Lit

 

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[링크] https://drehzr.tistory.com/1501

 

Unity) ScriptableObject Sington (instance)

ScriptableObject Sington (instance) ScriptableObject를 Sington 형태로 사용하는 간략한 코드 정리이다. Lazy를 사용해도 되지만 없는 경우에 Load Asset 을 통해서 자동 생성하는 코드이다. private class ScriptableSinglet

drehzr.tistory.com

 

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[링크] https://psych-dobby.tistory.com/entry/Android-Firebase%EC%97%90%EC%84%9C-Google-Play-Games%EB%A1%9C-%EC%9C%A0%EC%A0%80-%EC%8B%9D%EB%B3%84%ED%95%98%EA%B8%B0#:~:text=%EA%B0%81%20%EC%9C%A0%EC%A0%80%EB%B3%84%EB%A1%9C%20%EA%B0%80%EC%A7%80%EA%B3%A0%20%EC%9E%88%EB%8A%94%20%EC%9C%A0%EB%A3%8C%20%EC%9E%AC%ED%99%94%EC%9D%98%20%EB%82%B4%EC%97%AD%EC%9D%84,%EB%A1%9C%EA%B7%B8%EC%9D%B8%20%EC%A0%95%EB%B3%B4%EB%A1%9C%20Firebase%20Authentication%EC%97%90%EC%84%9C%20%EC%9C%A0%EC%A0%80%EB%A5%BC%20%EC%8B%9D%EB%B3%84%ED%95%98%EA%B3%A0%EC%9E%90%20%ED%96%88%EA%B3%A0%2C

 

[Android] Firebase에서 Google Play Games로 유저 식별하기

각 유저별로 가지고 있는 유료 재화의 내역을 보관하기 위해 Firebase Realtime Database를 사용하고 싶었고, 유저를 식별하기 위해 Firebase Authentication을 사용하게 되었다. 나의 경우 Google Play Games로 로

psych-dobby.tistory.com

 

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[링크] https://wincnt-shim.tistory.com/356

 

기존 프로젝트를 URP로 변경하기

서론 이전에 빌트인으로 만들었던 프로젝트를 URP로 변경해보려고 한다 매우 간단한 프로젝트이라서 다른 변수가 영향을 주지 않으리라 생각한다 (참고로 설치하는 URP의 버전은 12.1) 방법은 Unity

wincnt-shim.tistory.com

 

[참고] Converting your shaders | Universal RP | 12.1.11

 

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NiloToon 같이 만들어 보고 싶어서 NiloToon 공개 소스를 참조한 URPSimpleGenshin Shader를 좀 개조해서 기능 추가 해봄.

 

// Based on SimpleGenshinFacial shader
// Simplified NiloToon Shader for Unity URP

/*
CustomURPToon Shader - A simplified toon shader based on SimpleGenshinFacial
Features:
- Basic toon lighting with cel shading
- Rim lighting
- Outline rendering
- Face shadow mapping support
- Mobile optimized
*/

 

 

[파일]

CustomURPToon.zip
0.51MB

 

 

[참조] https://github.com/NoiRC256/URPSimpleGenshinShaders

 

GitHub - NoiRC256/URPSimpleGenshinShaders: A simple Genshin Impact facial shader for Unity URP, based on NiloCat shader example

A simple Genshin Impact facial shader for Unity URP, based on NiloCat shader example - NoiRC256/URPSimpleGenshinShaders

github.com

 

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[링크] https://github.com/NoiRC256/URPSimpleGenshinShaders

 

GitHub - NoiRC256/URPSimpleGenshinShaders: A simple Genshin Impact facial shader for Unity URP, based on NiloCat shader example

A simple Genshin Impact facial shader for Unity URP, based on NiloCat shader example - NoiRC256/URPSimpleGenshinShaders

github.com

 

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[링크] https://docs.backnd.com/sdk-docs/backend/base/user/federation/example-using-gpgs2/

 

Google Play Game Service V2(GPGS2) 사용 | 뒤끝 개발자

Google Play Games Service (GPGS)로 간편하게 로그인하는 기능을 넣어서, 사용자 경험을 향상하세요.

docs.backnd.com

 

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[링크] https://developer.android.com/games/pgs/unity/overview?hl=ko

 

Unity용 Google Play 게임즈 플러그인  |  Android game development  |  Android Developers

이 페이지는 Cloud Translation API를 통해 번역되었습니다. 의견 보내기 Unity용 Google Play 게임즈 플러그인 컬렉션을 사용해 정리하기 내 환경설정을 기준으로 콘텐츠를 저장하고 분류하세요. Unity용 Go

developer.android.com

 

 

 

[링크] ttps://developer.android.com/games/pgs/unity/unity-start?hl=ko

 

Unity용 Google Play 게임즈 설정 및 로그인  |  Android game development  |  Android Developers

이 페이지는 Cloud Translation API를 통해 번역되었습니다. 의견 보내기 Unity용 Google Play 게임즈 설정 및 로그인 컬렉션을 사용해 정리하기 내 환경설정을 기준으로 콘텐츠를 저장하고 분류하세요. 이

developer.android.com

 

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[링크] https://nybot-house.tistory.com/99

 

[2024 최신] 유니티 게임과 구글 플레이 게임즈 연동하기 GPGS - Google Play Games Plugin for unity - v.11.01

현제 개발 중인 모바일 게임, '전설의 대장장이 이야기-The Legend Of BlackSmith'가 출시되었다.구글 플레이 스토어 링크 전설의 대장장이 이야기 - Google Play 앱무기를 제작하고 판매해서 전설적인 대

nybot-house.tistory.com

 

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[링크] https://docs.unity3d.com/6000.2/Documentation/Manual/scripting-symbol-reference.html

 

----

Platform symbols

Unity automatically defines certain symbols based on the authoring and build target platform. These are as follows:

DefineFunction

UNITY_EDITOR Scripting symbol to call Unity Editor scripts
 from your game code.
UNITY_EDITOR_WIN Scripting symbol for Editor code on Windows.
UNITY_EDITOR_OSX Scripting symbol for Editor code in macOS.
UNITY_EDITOR_LINUX Scripting symbol for Editor code on Linux.
UNITY_EMBEDDED_LINUX Scripting symbol for embedded Linux.
UNITY_QNX Scripting symbol for QNX.
UNITY_STANDALONE_OSX Scripting symbol to compile or execute code specifically for macOS (including Universal, PPC and Intel architectures).
UNITY_STANDALONE_WIN Scripting symbol for compiling/executing code specifically for Windows standalone applications.
UNITY_STANDALONE_LINUX Scripting symbol for compiling/executing code specifically for Linux standalone applications.
UNITY_STANDALONE Scripting symbol for compiling/executing code for any standalone platform (Mac OS X, Windows or Linux).
UNITY_SERVER Scripting symbol for compiling/executing code for a dedicated server (macOS, Windows or Linux).
UNITY_IOS Scripting symbol for compiling/executing code for the iOS platform.
UNITY_ANDROID Scripting symbol for the Android platform.
UNITY_TVOS Scripting symbol for the Apple TV platform.
UNITY_VISIONOS Scripting symbol for the VisionOS platform.
UNITY_WSA Scripting symbol for Universal Windows Platform.
UNITY_WSA_10_0 Scripting symbol for Universal Windows Platform.
UNITY_WEBGL Scripting symbol for Web.
UNITY_FACEBOOK_INSTANT_GAMES Scripting symbol for the Facebook Instant Games platform.
UNITY_ANALYTICS Scripting symbol for calling Unity Analytics
 methods from your game code.
UNITY_ASSERTIONS Scripting symbol for assertions control process.
UNITY_64 Scripting symbol for 64-bit platforms. In practice this should not be used because it does not work on all 64-bit architectures and different CPU architectures on a given platform can share the same compiled assemblies. To execute code conditionally based on architecture, use a standard if statement that checks IntPtr.Size, which is 4 in a 32-bit process and 8 in a 64-bit process. For an example, refer to Alternatives to directives.

 

Unity Editor version symbols

Unity automatically defines certain scripting symbols based on the version of the Unity Editor that you’re currently using.

Given a version number X.Y.Z (for example, 6000.0.33), Unity exposes three global scripting symbols in the following formats: UNITY_X, UNITY_X_Y and UNITY_X_Y_Z.

Here is an example of scripting symbols exposed in Unity 6000.0.33:

DefineFunction

UNITY_6000 Scripting symbol for the release version of Unity 6, exposed in every 6000.Y.Z release.
UNITY_6000_0 Scripting symbol for the major version of Unity 6.0, exposed in every 6000.0.Z release.
UNITY_6000_0_33 Scripting symbol for the minor version of Unity 6000.0.33.

You can also compile code selectively based on the earliest version of Unity required to compile or execute a section of code snippet. Following the same version format describd previously (X.Y), Unity exposes one global #define in the format UNITY_X_Y_OR_NEWER (for example, UNITY_6000_0_OR_NEWER), that you can use for this purpose.

 

Other symbols

The other symbols Unity defines are:

DefineFunction

CSHARP_7_3_OR_NEWER Defined when building scripts with support for C# 7.3 or newer.
ENABLE_MONO Scripting back end #define for Mono.
ENABLE_IL2CPP Scripting back end #define for IL2CPP
.
ENABLE_VR Defined when the target build platform supports VR
. Doesn’t imply that VR is currently enabled or that the necessary plug-ins
 and packages needed to support VR are installed.
NET_2_0 Defined when building scripts against .NET 2.0 API compatibility level on Mono and IL2CPP.
NET_2_0_SUBSET Defined when building scripts against .NET 2.0 Subset API compatibility level on Mono and IL2CPP.
NET_LEGACY Defined when building scripts against .NET 2.0 or .NET 2.0 Subset API compatibility level on Mono and IL2CPP.
NET_4_6 Defined when building scripts against .NET 4.x API compatibility level on Mono and IL2CPP.
NET_STANDARD_2_0 Defined when building scripts against .NET Standard 2.0 API compatibility level on Mono and IL2CPP.
NET_STANDARD_2_1 Defined when building scripts against .NET Standard 2.1 API compatibility level on Mono and IL2CPP.
NET_STANDARD Defined when building scripts against .NET Standard 2.1 API compatibility level on Mono and IL2CPP.
NETSTANDARD2_1 Defined when building scripts against .NET Standard 2.1 API compatibility level on Mono and IL2CPP.
NETSTANDARD Defined when building scripts against .NET Standard 2.1 API compatibility level on Mono and IL2CPP.
ENABLE_WINMD_SUPPORT Defined when Windows Runtime support is enabled on IL2CPP. For more information, refer to WinRT API in C# scripts for UWP.
ENABLE_INPUT_SYSTEM Defined when the Input System package is enabled in Player Settings
.
ENABLE_LEGACY_INPUT_MANAGER Defined when the legacy Input Manager
 is enabled in Player Settings.
DEVELOPMENT_BUILD Defined when your script is running in a Player which was built with the Development Build option enabled.

This define only reflects whether the development build option was enabled at the time of the build. To know whether your script is running in the development build mode, use Debug.isDebugBuild. DEVELOPMENT_BUILD isn’t sufficient to determine whether you’re currently running in a development build because most platforms allow changing between development and non-development build without rebuilding the project. However, on some platforms, Unity doesn’t support switching between development and non-development builds in the Editor and requires you to switch after the build is complete. For example, on Windows, you can choose the Create Visual Studio solution option to choose whether you want a development or non-development build in Visual Studio. Switching in Visual Studio doesn’t recompile your scripts and therefore, it will not reevaluate scripting defines. You can also switch from the final game build to a development build by swapping UnityPlayer.dll in the game build with the one from a development build for debugging live game builds.
UNITY_CLOUD_BUILD Defined when the project is built with Unity Build Automation
.

Note: The DEBUG symbol is predefined in C# and in Unity using the directive #if DEBUG is equivalent to #if UNITY_EDITOR || DEVELOPMENT_BUILD

Additional resources

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