unityzgy/.svn/pristine/5f/5ff47f5f1fc50b49c8347cef1edec5f5ffe7cf21.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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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/PrepareSunShaftsBlur" {
Properties {
_MainTex ("Base", 2D) = "" {}
_Skybox ("Skybox", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
sampler2D _Skybox;
sampler2D_float _CameraDepthTexture;
uniform half _NoSkyBoxMask;
uniform half4 _SunPosition;
v2f vert (appdata_img v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
return o;
}
half TransformColor (half4 skyboxValue) {
return max (skyboxValue.a, _NoSkyBoxMask * dot (skyboxValue.rgb, float3 (0.59,0.3,0.11)));
}
half4 frag (v2f i) : SV_Target {
float depthSample = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv.xy);
half4 tex = tex2D (_MainTex, i.uv.xy);
depthSample = Linear01Depth (depthSample);
// consider maximum radius
half2 vec = _SunPosition.xy - i.uv.xy;
half dist = saturate (_SunPosition.w - length (vec.xy));
half4 outColor = 0;
// consider shafts blockers
if (depthSample > 0.99)
outColor = TransformColor (tex) * dist;
return outColor;
}
half4 fragNoDepthNeeded (v2f i) : SV_Target {
float4 sky = (tex2D (_Skybox, i.uv.xy));
float4 tex = (tex2D (_MainTex, i.uv.xy));
// consider maximum radius
half2 vec = _SunPosition.xy - i.uv.xy;
half dist = saturate (_SunPosition.w - length (vec));
half4 outColor = 0;
if (Luminance ( abs(sky.rgb - tex.rgb)) < 0.2)
outColor = TransformColor (sky) * dist;
return outColor;
}
ENDCG
Subshader {
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment fragNoDepthNeeded
ENDCG
}
}
Fallback off
} // shader