unityzgy/Assets/ThirdPackages/DCG Shaders/_Common/Standard Assets/ImageEffects/Scripts/CreaseShading.cs
ayuan9957 bf12e02276 feat: 多语言本地化系统 - 支持中/英/法/俄实时切换
- LocalizationManager: 新增翻译表(SetFormatted/SetDuration/LocalizeOperateMsg)
- LoginPanel: InputField placeholder本地化、字体颜色保持
- HistoryPanel: 用时数据本地化、placeholder本地化
- RecordDetailPanel: 操作详情消息本地化(LanguageChanged重建)
- AppraiseWindowBase: 评价等级本地化、操作消息重建
- EditorAppraiser: 所有评估消息改用InjectOperateMsgLocalized
- StudentOperateRecorder: 新增InjectOperateMsgLocalized方法
- LocalizationLanguageTestBar: 单例模式、ScreenSpaceOverlay筛选
- 字体切换时保留颜色和verticalOverflow
2026-07-16 10:05:59 +08:00

83 lines
2.9 KiB
C#

using System;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[ExecuteInEditMode]
[RequireComponent (typeof(Camera))]
[AddComponentMenu ("Image Effects/Edge Detection/Crease Shading")]
class CreaseShading : PostEffectsBase
{
public float intensity = 0.5f;
public int softness = 1;
public float spread = 1.0f;
public Shader blurShader = null;
private Material blurMaterial = null;
public Shader depthFetchShader = null;
private Material depthFetchMaterial = null;
public Shader creaseApplyShader = null;
private Material creaseApplyMaterial = null;
public override bool CheckResources ()
{
CheckSupport (true);
blurMaterial = CheckShaderAndCreateMaterial (blurShader, blurMaterial);
depthFetchMaterial = CheckShaderAndCreateMaterial (depthFetchShader, depthFetchMaterial);
creaseApplyMaterial = CheckShaderAndCreateMaterial (creaseApplyShader, creaseApplyMaterial);
if (!isSupported)
ReportAutoDisable ();
return isSupported;
}
void OnRenderImage (RenderTexture source, RenderTexture destination)
{
if (CheckResources()==false)
{
Graphics.Blit (source, destination);
return;
}
int rtW = source.width;
int rtH = source.height;
float widthOverHeight = (1.0f * rtW) / (1.0f * rtH);
float oneOverBaseSize = 1.0f / 512.0f;
RenderTexture hrTex = RenderTexture.GetTemporary (rtW, rtH, 0);
RenderTexture lrTex1 = RenderTexture.GetTemporary (rtW/2, rtH/2, 0);
Graphics.Blit (source,hrTex, depthFetchMaterial);
Graphics.Blit (hrTex, lrTex1);
for(int i = 0; i < softness; i++)
{
RenderTexture lrTex2 = RenderTexture.GetTemporary (rtW/2, rtH/2, 0);
blurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f));
Graphics.Blit (lrTex1, lrTex2, blurMaterial);
RenderTexture.ReleaseTemporary (lrTex1);
lrTex1 = lrTex2;
lrTex2 = RenderTexture.GetTemporary (rtW/2, rtH/2, 0);
blurMaterial.SetVector ("offsets", new Vector4 (spread * oneOverBaseSize / widthOverHeight, 0.0f, 0.0f, 0.0f));
Graphics.Blit (lrTex1, lrTex2, blurMaterial);
RenderTexture.ReleaseTemporary (lrTex1);
lrTex1 = lrTex2;
}
creaseApplyMaterial.SetTexture ("_HrDepthTex", hrTex);
creaseApplyMaterial.SetTexture ("_LrDepthTex", lrTex1);
creaseApplyMaterial.SetFloat ("intensity", intensity);
Graphics.Blit (source,destination, creaseApplyMaterial);
RenderTexture.ReleaseTemporary (hrTex);
RenderTexture.ReleaseTemporary (lrTex1);
}
}
}