unityzgy/.svn/pristine/7f/7f21301888e50ba6ae6c22158ea95ce87b3e86bd.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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//Use Custom-Light for PostEffects in Shader Forge
// C# version by Felipe Mendez (DeadlyCrow).
using UnityEngine;
using System.Collections;
using UnityEditor;
[ExecuteInEditMode]
[RequireComponent(typeof (Camera))]
public class UnderWaterPostEffect : MonoBehaviour {
Material MaterialToRender;
string PostEffectName;
public Shader ShaderToRender;
public Texture2D NormalDistortion;
public float speed = 3f, intensity = 0.2f, DistortionScale = 0.15f;
public Color UnderWaterColor;
void Awake(){
if (!ShaderToRender) {
ShaderToRender = Shader.Find("Hidden/DCG/Water Shader/Underwater");
}
if (MaterialToRender != null)
{
applyParameters();
}
}
void OnEnable ()
{
if (!ShaderToRender) {
ShaderToRender = Shader.Find("Hidden/DCG/Water Shader/Underwater");
}
//EditorApplication.update = UpdateStringName;//lds 打包AB包报错注释
}
/*
void OnDisable()
{
}
*/
void UpdateStringName() {
if(ShaderToRender)
PostEffectName = ShaderToRender.name;
else
PostEffectName = "No shader has been found";
applyParameters();
}
void OnRenderImage(RenderTexture Source, RenderTexture Destination)
{
if (ShaderToRender != null) {
if (MaterialToRender != null) {
Graphics.Blit (Source, Destination, MaterialToRender);
}
else{
MaterialToRender = new Material(ShaderToRender);
}
}
}
void applyParameters(){
if (MaterialToRender) {
MaterialToRender.SetTexture ("_Distortion", NormalDistortion);
MaterialToRender.SetFloat ("_Intensity", intensity);
MaterialToRender.SetFloat ("_Speed", speed);
MaterialToRender.SetColor ("_Tint", UnderWaterColor);
// MaterialToRender.SetFloat ("_Fallof", DepthDensity);
// MaterialToRender.SetFloat ("_Density", FallofDensity);
// MaterialToRender.SetFloat ("_UseDepth", System.Convert.ToSingle (UseDepth));
// MaterialToRender.SetFloat ("_Bypass", System.Convert.ToSingle (BypassEffect));
MaterialToRender.SetFloat ("_Scale", DistortionScale);
}
}
}