Since we have amazing background just for this timely stuff - Blue Archive's 'Our Story' scene where day brightens as dialog progresses.
I tried overwriting dynamic wallpaper as any sane person would do.
Sunrise, Sunset as 'Climax' / Day as 'Story' / Night as 'Exposition'
And it seems to work at first:
But no, it doesn't apply - whenever you change to other wallpaper and back, this downloads .patches directory contents again(not sure it's just when background hash is wrong, idk), so this only works for thumbnails so far.
Database Live Wallpaper uses for downloading & placement of each wallpaper packages
Fiddling db and various json config files do stops redownloading and removing our 'invalid' data, but still it's not setting background as we wanted, just showing trees and lakes it originally had.
So far what I can tell is:
Editing db's image count don't work
Editing ./Temporary/CachedCurrentAnimatedCategory.json to point our new wallpaper images doesn't work
I wonder if I can get help from samsung members about this.
그렇다고 변수와 할당이란 표현이 볼드모트 취급인건 아니라, 타 언어를 쓰는 사람과의 의미전달에도 문제가 없기 때문에 파이썬 공식문서도 두 용어를 사용하고 있음.
당장 위 예제 돌리면 나오는 UnboundLocalError 도 바인딩 표현. 스택오버플로 참조
추가로, x = x + 1 하는 것과 x += 1 하는 것의 의미가 미묘하게 다름. 파이썬 공식문서에서 증분 대입문(Augmented assignment statements)에 따르면 - 후자는 "객체가 지원을 한다면 연산을 통해 객체를 새로 만들어 바인딩하는게 아니라 이미 바인딩된 객체에 in-place 연산을 수행해라" 라는 의미.
This post is quite a much based on following video - except we aren't using UTS2.
Here, we'll use Unity Toon Shader(UTS) which is a successor to UTS2(Unity-Chan Toon Shader 2).
Original UTS stands for Unity-Chan Toon shader, but now it doesn't have '-Chan' in it's name.
This post will use term UTS3 to refer Unity Toon Shader in order to clear up confusion.
This new shader supports both standard and SRP - suitable for modern unity developments.
If you don't have specific preference between old Unity-Chan and new Unity-Chan - you can ignore this post and go for new one, which supports URP out-of-box using UTS3.
This post will only focus on importing and converting old Unity-Chan in URP, but process shouldn't be different in HDRP.
Prep 0. Expectation
In Unity 2019, with default 3D pipeline. Light color is FFF4D6
Do note, that it looks almost impossible to get the original feeling of Unity-Chan's shiny and colorful Rim Light and Specular Highlight.
That is, even if we here see her having Blue Rim Light and Orange Rim Light depending on base color Rim Light is on, but it's impossible with UTS3 - there's no setting like that.
I spent multiple full days but couldn't find any proper conversion methods for that in any of documentations.
Best bet is just to split single material to have different Rim Light / Highlight settings per mesh - which is explained below.
Prep 1. Creating Project
Anything 3D is fine, thought there may be difference in supported features they say. I'm going for URP.
Prep 2. Adding Unity-Chan
Get Unity-Chan from official Unity-Chan site, or Asset Store. I'm lazy so I'm getting one from Asset Store.
Either way, make sure to read the Unity-Chan license. It comes with custom license.
Prep 3. Adding UTS3
Add package from git URL > com.unity.toonshader > Add
Few errors might come up - but safe to ignore, probably HDRP compiles failing in URP, and vise versa. UTS3 has both.
Prep 4. Bring out Unity-Chan prefab
Location might slightly differs depending on where you downloaded it.
Drag either unitychan prefab or one with dynamic to the scene.
Only difference is whether she have spring bones, wind and blinking scripts or not.
You can just work on the prefab editor but I prefer it under scene lighting.
Prep 5. Locate model materials
Do note that depending on which way you installed the Unity-Chan, folder structure is different.
Translate Path accordingly. (For i.e. Art folder -> Model folder)
There's Materials that's directly used by Unity-Chan prefabs in Art > Materials.
(Not materials inside shader folder)
We'll just call this 'Model materials' to distinguish with similar materials in shader's folder.
Prep 6. Conversion Logic
When we check materials inside Art > UnityChanShader, you'll see there's similar materials, but not directly used by prefabs or models.
These still carries the original shader data like below.
Reference of original data - Ignore numbers, quite pointless
WIth this information, we'll 'try' to mimic it as much as we can.
Main color → Base Map's Color (Already set by default)
Shadow color → 1st Shading map color + Apply to 1st shade map check
Specular Power → Highlight Power (No good conversion ratio. will always look less effective.)
Outline Thickness → Outline Width
Diffuse map → Base Map (Already set by default)
Falloff Control Image → Base Color Step(White area %) & Base Shading Feather(Blur area %)