unityzgy/.svn/pristine/69/69a4a499941f6a42499a6cb2d9f885bea67ce62e.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/ColorCorrectionCurves" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
_RgbTex ("_RgbTex (RGB)", 2D) = "" {}
_ZCurve ("_ZCurve (RGB)", 2D) = "" {}
_RgbDepthTex ("_RgbDepthTex (RGB)", 2D) = "" {}
}
// note: also have a look at ColorCorrectionCurvesSimple
// for a much simpler color correction without use of
// depth texture lookups
// Shader code pasted into all further CGPROGRAM blocks
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 uv2 : TEXCOORD1;
};
sampler2D _MainTex;
sampler2D_float _CameraDepthTexture;
float4 _CameraDepthTexture_ST;
uniform float4 _MainTex_TexelSize;
sampler2D _RgbTex;
sampler2D _ZCurve;
sampler2D _RgbDepthTex;
fixed _Saturation;
v2f vert( appdata_img v )
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.uv2 = TRANSFORM_TEX(v.texcoord, _CameraDepthTexture);
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
o.uv2.y = 1-o.uv2.y;
#endif
return o;
}
half4 frag(v2f i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
half3 ycoords = half3(0.5,1.5,2.5) * 0.25;
half3 red = tex2D(_RgbTex, half2(color.r, ycoords.x)).rgb * half3(1,0,0);
half3 green = tex2D(_RgbTex, half2(color.g, ycoords.y)).rgb * half3(0,1,0);
half3 blue = tex2D(_RgbTex, half2(color.b, ycoords.z)).rgb * half3(0,0,1);
half theDepth = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv2) ;
half zval = tex2D(_ZCurve, half2( Linear01Depth (theDepth), 0.5));
half3 depthRed = tex2D(_RgbDepthTex, half2(color.r, ycoords.x)).rgb * half3(1,0,0);
half3 depthGreen = tex2D(_RgbDepthTex, half2(color.g, ycoords.y)).rgb * half3(0,1,0);
half3 depthBlue = tex2D(_RgbDepthTex, half2(color.b, ycoords.z)).rgb * half3(0,0,1);
color = half4( lerp(red+green+blue, depthRed+depthBlue+depthGreen, zval), color.a);
half lum = Luminance(color.rgb);
color.rgb = lerp(half3(lum,lum,lum), color.rgb, _Saturation);
return color;
}
ENDCG
Subshader {
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
} // shader