unityzgy/.svn/pristine/5c/5cbed00754da4944eb163761baede89c5aa5ba60.svn-base
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

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Shader "NatureManufacture Shaders/Trees/Cross Model Shader"
{
Properties
{
_Cutoff( "Mask Clip Value", Float ) = 0.65
_ColorAdjustment("Color Adjustment", Vector) = (1,1,1,0)
_MainTex("MainTex", 2D) = "white" {}
_HealthyColor("Healthy Color", Color) = (1,0.9735294,0.9338235,1)
_Smooothness("Smooothness", Float) = 0.3
_AO("AO", Float) = 1
[NoScaleOffset]_BumpMap("BumpMap", 2D) = "bump" {}
_BumpScale("BumpScale", Range( 0 , 3)) = 1
_InitialBend("Wind Initial Bend", Float) = 1
_Stiffness("Wind Stiffness", Float) = 1
_Drag("Wind Drag", Float) = 0.2
_NewNormal("Vertex Normal Multiply", Vector) = (0,0,0,0)
[Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive("TouchReactActive", Float) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0" }
Cull Back
CGPROGRAM
#include "UnityStandardUtils.cginc"
#pragma target 3.0
#pragma multi_compile_instancing
#pragma shader_feature _TOUCHREACTACTIVE_ON
#include "NMWindNoShiver.cginc"
#include "NM_indirect.cginc"
#pragma vertex vert
#pragma instancing_options procedural:setup
#pragma multi_compile GPU_FRUSTUM_ON __
#pragma surface surf StandardSpecular keepalpha addshadow fullforwardshadows dithercrossfade
struct Input
{
float2 uv_texcoord;
};
uniform float _BumpScale;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform float4 _HealthyColor;
uniform float3 _ColorAdjustment;
uniform float _Smooothness;
uniform float _AO;
uniform float _Cutoff = 0.65;
void surf( Input i , inout SurfaceOutputStandardSpecular o )
{
float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
o.Normal = UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale );
float4 tex2DNode2 = tex2D( _MainTex, uv0_MainTex );
o.Albedo = ( ( tex2DNode2 * _HealthyColor ) * float4( _ColorAdjustment , 0.0 ) ).rgb;
float3 temp_cast_2 = (0.0).xxx;
o.Specular = temp_cast_2;
o.Smoothness = _Smooothness;
o.Occlusion = _AO;
o.Alpha = 1;
clip( tex2DNode2.a - _Cutoff );
}
ENDCG
}
Fallback "Diffuse"
}