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8
Assets/Images/Shaders.meta
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8
Assets/Images/Shaders.meta
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fileFormatVersion: 2
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guid: c71f37d0280f9e24cb1028bf5f5a4318
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folderAsset: yes
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externalObjects: {}
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userData:
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1240
Assets/Images/Shaders/TriangleMask.shadergraph
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1240
Assets/Images/Shaders/TriangleMask.shadergraph
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10
Assets/Images/Shaders/TriangleMask.shadergraph.meta
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10
Assets/Images/Shaders/TriangleMask.shadergraph.meta
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fileFormatVersion: 2
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guid: ab249bb4f6c5bad41afde3165b0f98b9
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ScriptedImporter:
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script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
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117
Assets/Images/Shaders/UI_MasqueBulle.shader
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117
Assets/Images/Shaders/UI_MasqueBulle.shader
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Shader "Custom/UI_Masque"
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{
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Properties
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{
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_MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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// Propriétés requises pour l'UI Unity
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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"ForceStereoDrawCall"="True"
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}
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// C'est ici qu'on force l'écriture dans le Pochoir (Stencil)
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Stencil
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{
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Ref 1 // On écrit le chiffre 1
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Comp Always // Toujours (peu importe ce qu'il y avait avant)
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Pass Replace // On remplace la valeur existante par 1
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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// MAGIE : ColorMask 0 empêche le dessin des couleurs (Rend l'objet invisible)
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ColorMask 0
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#include "UnityShaderVariables.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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fixed4 _Color;
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float4 _MainTex_ST;
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fixed4 _TextureSampleAdd;
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v2f vert(appdata_t v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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o.worldPosition = v.vertex;
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o.vertex = UnityObjectToClipPos(o.worldPosition);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.color = v.color * _Color;
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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// On lit la texture (le sprite flou)
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half4 color = (tex2D(_MainTex, i.texcoord) + _TextureSampleAdd) * i.color;
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// Ancien code : Détecte le bord et lisse la coupure avec une largeur dynamique.
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// float alphaWidth = fwidth(color.a) * 0.5;
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// NOUVEAU CODE : Rayon de flou plus grand pour le smoothstep.
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// Nous définissons une largeur de lissage fixe et légèrement plus grande (0.001)
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// pour garantir la présence du lissage.
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float alphaWidth = fwidth(color.a) * 3.0; // Multiplier fwidth par 1.5 ou 2.0
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if (alphaWidth < 0.001) alphaWidth = 0.001; // S'assurer qu'il y a toujours un minimum de flou
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// Utilise smoothstep pour lisser la coupure alpha
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float smoothedAlpha = smoothstep(0.0, alphaWidth, color.a);
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// Coupure finale pour le Stencil (on ne veut pas écrire dans le pochoir si c'est transparent)
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// On utilise la valeur lissée.
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clip (smoothedAlpha - 0.01);
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return color; // ColorMask 0 empêche le dessin de la couleur
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}
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ENDCG
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}
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}
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}
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9
Assets/Images/Shaders/UI_MasqueBulle.shader.meta
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9
Assets/Images/Shaders/UI_MasqueBulle.shader.meta
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fileFormatVersion: 2
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guid: ca8928164d5f11042802759025fe69a7
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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94
Assets/Images/Shaders/UI_PeintureBulle.shader
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Assets/Images/Shaders/UI_PeintureBulle.shader
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Shader "Custom/UI_Peinture"
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{
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Properties
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{
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_MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1) // Réglez votre Alpha (54/255) ici dans le matériau
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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"ForceStereoDrawCall"="True"
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}
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// C'est ici qu'on vérifie le Pochoir
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Stencil
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{
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Ref 1 // On cherche le chiffre 1
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Comp Equal // On dessine SEULEMENT si la valeur est égale à 1
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#include "UnityShaderVariables.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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fixed4 _Color;
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v2f vert(appdata_t v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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o.worldPosition = v.vertex;
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o.vertex = UnityObjectToClipPos(o.worldPosition);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.texcoord = v.texcoord;
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o.color = _Color;
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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// On renvoie la couleur passée par le vertex shader
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return i.color;
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}
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ENDCG
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}
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}
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}
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9
Assets/Images/Shaders/UI_PeintureBulle.shader.meta
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9
Assets/Images/Shaders/UI_PeintureBulle.shader.meta
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 26fffa4494d1573488412b39b243dd4a
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||||
ShaderImporter:
|
||||
externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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||||
assetBundleVariant:
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||||
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