- 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
59 lines
2.3 KiB
Plaintext
59 lines
2.3 KiB
Plaintext
using System.Collections.Generic;
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using UnityEngine.Serialization;
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#if ENVIRO_LWRP && ENVIRO_HD
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namespace UnityEngine.Rendering.LWRP
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{
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public class EnviroDistanceBlurLWRP : UnityEngine.Rendering.Universal.ScriptableRendererFeature
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{
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EnviroDistanceBlurPass blitPass;
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private Camera myCam;
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private Material postProcessMat;
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private Texture2D distributionTexture;
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private void CreateMaterialsAndTextures()
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{
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if (postProcessMat == null)
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postProcessMat = new Material(Shader.Find("Hidden/EnviroDistanceBlur"));
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if (distributionTexture == null)
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distributionTexture = Resources.Load("tex_enviro_linear", typeof(Texture2D)) as Texture2D;
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}
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public override void Create()
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{
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if (EnviroSkyMgr.instance == null || EnviroSky.instance == null)
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return;
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CreateMaterialsAndTextures();
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blitPass = new EnviroDistanceBlurPass(UnityEngine.Rendering.Universal.RenderPassEvent.BeforeRenderingTransparents, postProcessMat, distributionTexture);
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}
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public override void AddRenderPasses(UnityEngine.Rendering.Universal.ScriptableRenderer renderer, ref UnityEngine.Rendering.Universal.RenderingData renderingData)
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{
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if (renderingData.cameraData.camera.cameraType == CameraType.Preview || renderingData.cameraData.camera.cameraType == CameraType.Reflection)
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return;
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myCam = renderingData.cameraData.camera;
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if (EnviroSkyMgr.instance != null && EnviroSky.instance != null && EnviroSkyMgr.instance.useDistanceBlur)
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{
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if (renderingData.cameraData.isSceneViewCamera && !EnviroSky.instance.showDistanceBlurInEditor)
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return;
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var src = renderer.cameraColorTarget;
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var dest = UnityEngine.Rendering.Universal.RenderTargetHandle.CameraTarget;
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CreateMaterialsAndTextures();
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if(blitPass == null)
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blitPass = new EnviroDistanceBlurPass(UnityEngine.Rendering.Universal.RenderPassEvent.BeforeRenderingTransparents, postProcessMat, distributionTexture);
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blitPass.Setup(myCam, src, dest);
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renderer.EnqueuePass(blitPass);
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}
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}
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}
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}
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#endif |