unityzgy/.svn/pristine/65/65500c706db65b4b8f4142cd64b842dcfd53a581.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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// UNITY_SHADER_NO_UPGRADE
Shader "Custom/TransparentFresnel"
{
Properties{
_Color("Rim Color", Color) = (0.5,0.5,0.5,0.5)
_FPOW("FPOW Fresnel", Float) = 5.0
_R0("R0 Fresnel", Float) = 0.05
_MainTex("Bumpmap", 2D) = "bump" {}
}
Category{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite On
SubShader{
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _Color;
float _FPOW;
float _R0;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
float4 _MainTex_ST;
v2f vert(appdata_t v)
{
v2f o;
#if UNITY_VERSION >= 560
o.vertex = UnityObjectToClipPos(v.vertex);
#else
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
#endif
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
half fresnel = saturate(1.0 - dot(v.normal, viewDir));
fresnel = pow(fresnel, _FPOW);
fresnel = _R0 + (1.0 - _R0) * fresnel;
o.color *= fresnel;
return o;
}
fixed4 frag(v2f i) : COLOR
{
return 2.0f * i.color * _Color * tex2D(_MainTex, i.texcoord);
}
ENDCG
}
}
}
}