- 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
53 lines
911 B
Plaintext
53 lines
911 B
Plaintext
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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// UNITY_SHADER_NO_UPGRADE
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Shader "Custom/SteamVR_ColorOut" {
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Properties { _MainTex ("Base (RGB)", 2D) = "white" {} }
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CGINCLUDE
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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struct v2f {
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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};
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v2f vert(appdata_base v) {
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v2f o;
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#if UNITY_VERSION >= 540
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o.pos = UnityObjectToClipPos(v.vertex);
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#else
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o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
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#endif
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o.tex = v.texcoord;
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return o;
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}
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float luminance(float3 color)
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{
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return 0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b;
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}
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float4 frag(v2f i) : COLOR {
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float4 color = tex2D(_MainTex, i.tex);
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return float4(color.rgb, 1);
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}
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ENDCG
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SubShader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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Fog { Mode Off }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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ENDCG
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}
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}
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}
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