Copie depuis Unity VCS vers GitHub

This commit is contained in:
Denis L.
2025-12-10 18:51:40 +01:00
parent 5cfd9de581
commit 7383621db3
902 changed files with 588195 additions and 0 deletions

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repository "Interface Minimale 2025-10-26_23-16-10/Interface Minimale@1375855504218@cloud"
path "/"
br "/main"
co "/main"

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Interface Minimale 2025-10-26_23-16-10-Interface Minimale_2
6144cda6-b7d6-4cc5-a619-8b5a38fc154b

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using System.IO;
using System.Net.NetworkInformation;
using System.Net.Sockets;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEngine;
using System.Linq;
/*Ce script permet d'injecter l'adresse IP du PC au casque (ce qui permet à terme de se connecter au serveur du PC s'il est disponible depuis le casque.*/
public class IPPreprocessing : IPreprocessBuildWithReport
{
public int callbackOrder => 0;
public void OnPreprocessBuild(BuildReport report)
{
string ip = GetLocalIPv4() ?? "127.0.0.1";
string code = $@"
public static class BuildConstants
{{
public const string LocalIP = ""{ip}"";
}}";
File.WriteAllText("Assets/Scripts/BuildConstants.cs", code);
Debug.Log($"[BuildPreprocessor] Adresse IP injectée dans BuildConstants.cs : {ip}");
}
private string GetLocalIPv4()
{
// Parcourir toutes les interfaces réseau du système
foreach (NetworkInterface ni in NetworkInterface.GetAllNetworkInterfaces())
{
// 1. Filtrer les interfaces non opérationnelles ou non physiques
if (ni.OperationalStatus != OperationalStatus.Up ||
(ni.NetworkInterfaceType != NetworkInterfaceType.Wireless80211 && // Wi-Fi
ni.NetworkInterfaceType != NetworkInterfaceType.Ethernet)) // Ethernet
{
continue;
}
// 2. Trouver l'information IP
IPInterfaceProperties ipProps = ni.GetIPProperties();
// 3. Parcourir les adresses IP liées à cette interface
foreach (UnicastIPAddressInformation ip in ipProps.UnicastAddresses)
{
// 4. Filtrer pour obtenir uniquement une IPv4 publique (non-boucle locale)
if (ip.Address.AddressFamily == AddressFamily.InterNetwork &&
!System.Net.IPAddress.IsLoopback(ip.Address))
{
// Optionnel mais recommandé : Assurez-vous qu'il y a une passerelle (Gateway)
if (ipProps.GatewayAddresses.Any())
{
return ip.Address.ToString();
}
}
}
}
return null;
}
}

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Shader "Custom/UI_Masque"
{
Properties
{
_MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
// Propriétés requises pour l'UI Unity
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
"ForceStereoDrawCall"="True"
}
// C'est ici qu'on force l'écriture dans le Pochoir (Stencil)
Stencil
{
Ref 1 // On écrit le chiffre 1
Comp Always // Toujours (peu importe ce qu'il y avait avant)
Pass Replace // On remplace la valeur existante par 1
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
// MAGIE : ColorMask 0 empêche le dessin des couleurs (Rend l'objet invisible)
ColorMask 0
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "UnityShaderVariables.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
float4 _MainTex_ST;
fixed4 _TextureSampleAdd;
v2f vert(appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
o.worldPosition = v.vertex;
o.vertex = UnityObjectToClipPos(o.worldPosition);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color * _Color;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// On lit la texture (le sprite flou)
half4 color = (tex2D(_MainTex, i.texcoord) + _TextureSampleAdd) * i.color;
// Ancien code : Détecte le bord et lisse la coupure avec une largeur dynamique.
// float alphaWidth = fwidth(color.a) * 0.5;
// NOUVEAU CODE : Rayon de flou plus grand pour le smoothstep.
// Nous définissons une largeur de lissage fixe et légèrement plus grande (0.001)
// pour garantir la présence du lissage.
float alphaWidth = fwidth(color.a) * 3.0; // Multiplier fwidth par 1.5 ou 2.0
if (alphaWidth < 0.001) alphaWidth = 0.001; // S'assurer qu'il y a toujours un minimum de flou
// Utilise smoothstep pour lisser la coupure alpha
float smoothedAlpha = smoothstep(0.0, alphaWidth, color.a);
// Coupure finale pour le Stencil (on ne veut pas écrire dans le pochoir si c'est transparent)
// On utilise la valeur lissée.
clip (smoothedAlpha - 0.01);
return color; // ColorMask 0 empêche le dessin de la couleur
}
ENDCG
}
}
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Shader "Custom/UI_Peinture"
{
Properties
{
_MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1) // Réglez votre Alpha (54/255) ici dans le matériau
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
"ForceStereoDrawCall"="True"
}
// C'est ici qu'on vérifie le Pochoir
Stencil
{
Ref 1 // On cherche le chiffre 1
Comp Equal // On dessine SEULEMENT si la valeur est égale à 1
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "UnityShaderVariables.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
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{
float4 vertex : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
v2f vert(appdata_t v)
{
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UNITY_SETUP_INSTANCE_ID(v);
o.worldPosition = v.vertex;
o.vertex = UnityObjectToClipPos(o.worldPosition);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.texcoord = v.texcoord;
o.color = _Color;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// On renvoie la couleur passée par le vertex shader
return i.color;
}
ENDCG
}
}
}

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Mal documenté par Unity, les tokens spéciaux sont référencés en ligne, sur la page Hugging Face de OpenAI pour Whisper tiny …
En voici certains, surtout pour les langues :
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--- !u!114 &11400000
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m_Name: MetaTTSWit
m_EditorClassIdentifier:
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editorVersionTag:
buildVersionTag:
_appInfo:
name: interface_v4
id: 1385662526600280
lang: en
isPrivate: 1
createdAt: 2025-11-13T07:18:00-0800
trainingStatus: 1
lastTrainDuration: 0
lastTrainedAt: 1969-12-31T16:00:00-0800
nextTrainAt: 1969-12-31T16:00:00-0800
intents: []
entities: []
traits: []
versionTags: []
voices:
- name: wit$British Butler
locale: en_GB
gender: male
styles:
- default
- soft
- formal
- fast
- projected
supported_features:
- style
- pitch
- speed
- sfx
- viseme_events
- phoneme_events
- word_events
- name: wit$Cael
locale: en_US
gender: male
styles:
- default
- soft
- formal
- fast
- projected
supported_features:
- style
- pitch
- speed
- sfx
- viseme_events
- phoneme_events
- word_events
- name: wit$Cam
locale: en_US
gender: male
styles:
- default
- soft
- formal
- fast
- projected
supported_features:
- style
- pitch
- speed
- sfx
- viseme_events
- phoneme_events
- word_events
- name: wit$Carl
locale: en_US
gender: male
styles:
- default
- soft
- formal
- fast
- projected
supported_features:
- style
- pitch
- speed
- sfx
- viseme_events
- phoneme_events
- word_events
- name: wit$Cartoon Baby
locale: en_US
gender: nonbinary
styles:
- default
- soft
- formal
- fast
- projected
supported_features:
- style
- pitch
- speed
- sfx
- viseme_events
- phoneme_events
- word_events
- name: wit$Cartoon Kid
locale: en_US
gender: female
styles:
- default
- soft
- formal
- fast
- projected
supported_features:
- style
- pitch
- speed
- sfx
- viseme_events
- phoneme_events
- word_events
- name: wit$Cartoon Villain
locale: en_US
gender: female
styles:
- default
- soft
- formal
- fast
- projected
supported_features:
- style
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- speed
- sfx
- viseme_events
- phoneme_events
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- name: wit$Charlie
locale: en_US
gender: male
styles:
- default
- soft
- fast
- projected
supported_features:
- style
- pitch
- speed
- sfx
- viseme_events
- phoneme_events
- word_events
- name: wit$Cockney Accent
locale: en_GB
gender: nonbinary
styles:
- default
- soft
- formal
- fast
- projected
supported_features:
- style
- pitch
- speed
- sfx
- viseme_events
- phoneme_events
- word_events
- name: wit$Cody
locale: en_US
gender: male
styles:
- default
- soft
- formal
- fast
- projected
supported_features:
- style
- pitch
- speed
- sfx
- viseme_events
- phoneme_events
- word_events
- name: wit$Colin
locale: en_CA
gender: male
styles:
- default
- soft
- formal
- fast
- projected
supported_features:
- style
- pitch
- speed
- sfx
- viseme_events
- phoneme_events
- word_events
- name: wit$Connor
locale: en_US
gender: male
styles:
- default
- soft
- formal
- fast
- projected
supported_features:
- style
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- speed
- sfx
- viseme_events
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- word_events
- name: wit$Cooper
locale: en_US
gender: male
styles:
- default
- soft
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- fast
- projected
supported_features:
- style
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- sfx
- viseme_events
- phoneme_events
- word_events
- name: wit$Disaffected
locale: en_US
gender: female
styles:
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supported_features:
- style
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- sfx
- viseme_events
- phoneme_events
- word_events
- name: wit$Hollywood
locale: en_US
gender: female
styles:
- default
- soft
- formal
- fast
- projected
supported_features:
- style
- pitch
- speed
- sfx
- viseme_events
- phoneme_events
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CloudMat_v
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DGrass00_v
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FlowerP_v
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FlowerW_v
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FlowerY_v
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- 0, 0, 0, 180
Material Colors:
- 203, 203, 203, 255
- 203, 203, 203, 255
Color Registers:
- 255, 255, 255, 250
- 0, 0, 0, 368
GrassMat_v
==========
Textures:
- Grass0009k
Ambient Colors:
- 100, 100, 100, 195
Constant Colors:
- 0, 0, 0, 180
Material Colors:
- 203, 203, 203, 255
- 203, 203, 203, 255
Color Registers:
- 0, 0, 0, 368
GroundMat_v
===========
Textures:
- Ground00
Scale: -0.2099609375, -0.2099609375
Ambient Colors:
- 100, 100, 100, 195
Constant Colors:
- 0, 0, 0, 180
Material Colors:
- 203, 203, 203, 255
- 203, 203, 203, 255
Color Registers:
- 0, 0, 0, 368
MoutainMat_v
============
Textures:
- Mountain
Ambient Colors:
- 100, 100, 100, 195
Constant Colors:
- 0, 0, 0, 180
- 80, 80, 80, 255
Material Colors:
- 203, 203, 203, 255
- 203, 203, 203, 255
Color Registers:
- 255, 255, 255, 250
- -70, -70, -70, 368
NearCloud_v
===========
Textures:
- HighLandCloud01S
Offset: -9.14687728881836, 0
Ambient Colors:
- 100, 100, 100, 195
Constant Colors:
- 198, 255, 229, 255
Material Colors:
- 204, 204, 204, 231
- 204, 204, 204, 231
Color Registers:
- 255, 255, 255, -4
RockMat_v
=========
Textures:
- MAP0048
Ambient Colors:
- 100, 100, 100, 195
Constant Colors:
- 0, 0, 0, 180
Material Colors:
- 203, 203, 203, 255
- 203, 203, 203, 255
Color Registers:
- 255, 255, 255, 250
- 0, 0, 0, 368

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