unityzgy/.svn/pristine/6d/6db86ed819683f6606e6676ba14ff3bfc72ee760.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/BrightPassFilterForBloom"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
half4 threshold;
half useSrcAlphaAsMask;
v2f vert( appdata_img v )
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
return o;
}
half4 frag(v2f i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
//color = color * saturate((color-threshhold.x) * 75.0); // didn't go well with HDR and din't make sense
color = color * lerp(1.0, color.a, useSrcAlphaAsMask);
color = max(half4(0,0,0,0), color-threshold.x);
return color;
}
ENDCG
Subshader
{
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
}