unityzgy/Assets/ThirdPackages/DCG Shaders/_Common/Standard Assets/ImageEffects/Scripts/ScreenOverlay.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

70 lines
2.0 KiB
C#

using System;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[ExecuteInEditMode]
[RequireComponent (typeof(Camera))]
[AddComponentMenu ("Image Effects/Other/Screen Overlay")]
public class ScreenOverlay : PostEffectsBase
{
public enum OverlayBlendMode
{
Additive = 0,
ScreenBlend = 1,
Multiply = 2,
Overlay = 3,
AlphaBlend = 4,
}
public OverlayBlendMode blendMode = OverlayBlendMode.Overlay;
public float intensity = 1.0f;
public Texture2D texture = null;
public Shader overlayShader = null;
private Material overlayMaterial = null;
public override bool CheckResources ()
{
CheckSupport (false);
overlayMaterial = CheckShaderAndCreateMaterial (overlayShader, overlayMaterial);
if (!isSupported)
ReportAutoDisable ();
return isSupported;
}
void OnRenderImage (RenderTexture source, RenderTexture destination)
{
if (CheckResources() == false)
{
Graphics.Blit (source, destination);
return;
}
Vector4 UV_Transform = new Vector4(1, 0, 0, 1);
#if UNITY_WP8
// WP8 has no OS support for rotating screen with device orientation,
// so we do those transformations ourselves.
if (Screen.orientation == ScreenOrientation.LandscapeLeft) {
UV_Transform = new Vector4(0, -1, 1, 0);
}
if (Screen.orientation == ScreenOrientation.LandscapeRight) {
UV_Transform = new Vector4(0, 1, -1, 0);
}
if (Screen.orientation == ScreenOrientation.PortraitUpsideDown) {
UV_Transform = new Vector4(-1, 0, 0, -1);
}
#endif
overlayMaterial.SetVector("_UV_Transform", UV_Transform);
overlayMaterial.SetFloat ("_Intensity", intensity);
overlayMaterial.SetTexture ("_Overlay", texture);
Graphics.Blit (source, destination, overlayMaterial, (int) blendMode);
}
}
}