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riz-au-lait-ui/Assets/Images/Shaders/UI_PeintureBulle.shader
2025-12-10 18:51:40 +01:00

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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
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
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 = 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
}
}
}