- 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
41 lines
1.3 KiB
C#
41 lines
1.3 KiB
C#
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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//
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// Purpose: Applies spherical projection to output.
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//
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//=============================================================================
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using UnityEngine;
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[ExecuteInEditMode]
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public class SteamVR_SphericalProjection : MonoBehaviour
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{
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static Material material;
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public void Set(Vector3 N,
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float phi0, float phi1, float theta0, float theta1, // in degrees
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Vector3 uAxis, Vector3 uOrigin, float uScale,
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Vector3 vAxis, Vector3 vOrigin, float vScale)
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{
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if (material == null)
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material = new Material(Shader.Find("Custom/SteamVR_SphericalProjection"));
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material.SetVector("_N", new Vector4(N.x, N.y, N.z));
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material.SetFloat("_Phi0", phi0 * Mathf.Deg2Rad);
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material.SetFloat("_Phi1", phi1 * Mathf.Deg2Rad);
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material.SetFloat("_Theta0", theta0 * Mathf.Deg2Rad + Mathf.PI / 2);
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material.SetFloat("_Theta1", theta1 * Mathf.Deg2Rad + Mathf.PI / 2);
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material.SetVector("_UAxis", uAxis);
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material.SetVector("_VAxis", vAxis);
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material.SetVector("_UOrigin", uOrigin);
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material.SetVector("_VOrigin", vOrigin);
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material.SetFloat("_UScale", uScale);
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material.SetFloat("_VScale", vScale);
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}
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void OnRenderImage(RenderTexture src, RenderTexture dest)
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{
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Graphics.Blit(src, dest, material);
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}
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}
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