- 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
76 lines
2.8 KiB
C#
76 lines
2.8 KiB
C#
using System;
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using UnityEngine;
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// This class implements simple ghosting type Motion Blur.
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// If Extra Blur is selected, the scene will allways be a little blurred,
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// as it is scaled to a smaller resolution.
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// The effect works by accumulating the previous frames in an accumulation
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// texture.
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namespace UnityStandardAssets.ImageEffects
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{
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[ExecuteInEditMode]
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[AddComponentMenu("Image Effects/Blur/Motion Blur (Color Accumulation)")]
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[RequireComponent(typeof(Camera))]
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public class MotionBlur : ImageEffectBase
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{
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public float blurAmount = 0.8f;
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public bool extraBlur = false;
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private RenderTexture accumTexture;
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override protected void Start()
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{
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if (!SystemInfo.supportsRenderTextures)
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{
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enabled = false;
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return;
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}
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base.Start();
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}
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override protected void OnDisable()
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{
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base.OnDisable();
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DestroyImmediate(accumTexture);
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}
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// Called by camera to apply image effect
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void OnRenderImage (RenderTexture source, RenderTexture destination)
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{
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// Create the accumulation texture
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if (accumTexture == null || accumTexture.width != source.width || accumTexture.height != source.height)
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{
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DestroyImmediate(accumTexture);
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accumTexture = new RenderTexture(source.width, source.height, 0);
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accumTexture.hideFlags = HideFlags.HideAndDontSave;
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Graphics.Blit( source, accumTexture );
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}
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// If Extra Blur is selected, downscale the texture to 4x4 smaller resolution.
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if (extraBlur)
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{
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RenderTexture blurbuffer = RenderTexture.GetTemporary(source.width/4, source.height/4, 0);
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accumTexture.MarkRestoreExpected();
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Graphics.Blit(accumTexture, blurbuffer);
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Graphics.Blit(blurbuffer,accumTexture);
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RenderTexture.ReleaseTemporary(blurbuffer);
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}
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// Clamp the motion blur variable, so it can never leave permanent trails in the image
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blurAmount = Mathf.Clamp( blurAmount, 0.0f, 0.92f );
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// Setup the texture and floating point values in the shader
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material.SetTexture("_MainTex", accumTexture);
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material.SetFloat("_AccumOrig", 1.0F-blurAmount);
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// We are accumulating motion over frames without clear/discard
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// by design, so silence any performance warnings from Unity
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accumTexture.MarkRestoreExpected();
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// Render the image using the motion blur shader
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Graphics.Blit (source, accumTexture, material);
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Graphics.Blit (accumTexture, destination);
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}
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}
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}
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