unityzgy/.svn/pristine/bd/bd8f52897964af1933683b0f8fe2d69b7776cdca.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 "Enviro/Effects/LightShafts" {
Properties{
_MainTex("Base", Any) = "" {}
_ColorBuffer("Color", Any) = "" {}
_Skybox("Skybox", Any) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
#if UNITY_UV_STARTS_AT_TOP
float2 uv1 : TEXCOORD1;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
struct v2f_radial {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 blurVector : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
UNITY_DECLARE_SCREENSPACE_TEXTURE(_ColorBuffer);
UNITY_DECLARE_SCREENSPACE_TEXTURE(_Skybox);
//sampler2D_float _CameraDepthTexture;
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
uniform half4 _SunThreshold;
uniform half4 _SunColor;
uniform half4 _BlurRadius4;
uniform half4 _SunPosition;
uniform half4 _MainTex_TexelSize;
half4 _MainTex_ST;
half4 _ColorBuffer_ST;
half4 _Skybox_ST;
half4 _CameraDepthTexture_ST;
#define SAMPLES_FLOAT 6.0f
#define SAMPLES_INT 6
v2f vert(appdata_img v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v); //Insert
UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Ins
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
#if UNITY_UV_STARTS_AT_TOP
o.uv1 = v.texcoord.xy;
if (_MainTex_TexelSize.y < 0)
o.uv1.y = 1 - o.uv1.y;
#endif
return o;
}
half4 fragScreen(v2f i) : SV_Target{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
half4 colorA = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST));
#if UNITY_UV_STARTS_AT_TOP
half4 colorB = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ColorBuffer, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _ColorBuffer_ST));
#else
half4 colorB = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ColorBuffer, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _ColorBuffer_ST));
#endif
half4 depthMask = saturate(colorB * _SunColor);
return 1.0f - (1.0f - colorA) * (1.0f - depthMask);
}
half4 fragAdd(v2f i) : SV_Target{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
half4 colorA = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST));
#if UNITY_UV_STARTS_AT_TOP
half4 colorB = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ColorBuffer, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _ColorBuffer_ST));
#else
half4 colorB = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ColorBuffer, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _ColorBuffer_ST));
#endif
half4 depthMask = saturate(colorB * _SunColor);
return colorA + depthMask;
}
v2f_radial vert_radial(appdata_img v) {
v2f_radial o;
UNITY_SETUP_INSTANCE_ID(v); //Insert
UNITY_INITIALIZE_OUTPUT(v2f_radial, o); //Insert
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Ins
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = v.texcoord.xy;
o.blurVector = (_SunPosition.xy - v.texcoord.xy) * _BlurRadius4.xy;
return o;
}
half4 frag_radial(v2f_radial i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
half4 color = half4(0,0,0,0);
for (int j = 0; j < SAMPLES_INT; j++)
{
half4 tmpColor = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST));
color += tmpColor;
i.uv.xy += i.blurVector;
}
return color / SAMPLES_FLOAT;
}
half TransformColor(half4 skyboxValue)
{
return dot(max(skyboxValue.rgb - _SunThreshold.rgb, half3(0, 0, 0)), half3(1, 1, 1)); //threshold and convert to greyscale
}
half4 frag_depth(v2f i) : SV_Target{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
#if UNITY_UV_STARTS_AT_TOP
float depthSample = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _CameraDepthTexture_ST));
#else
float depthSample = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _CameraDepthTexture_ST));
#endif
half4 tex = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST));
depthSample = Linear01Depth(depthSample);
// consider maximum radius
#if UNITY_UV_STARTS_AT_TOP
half2 vec = _SunPosition.xy - UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST);
#else
half2 vec = _SunPosition.xy - UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST);
#endif
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 frag_nodepth(v2f i) : SV_Target{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
#if UNITY_UV_STARTS_AT_TOP
float4 sky = (UNITY_SAMPLE_SCREENSPACE_TEXTURE(_Skybox, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _Skybox_ST)));
#else
float4 sky = (UNITY_SAMPLE_SCREENSPACE_TEXTURE(_Skybox, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _Skybox_ST)));
#endif
float4 tex = (UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST)));
// consider maximum radius
#if UNITY_UV_STARTS_AT_TOP
half2 vec = _SunPosition.xy - i.uv1.xy;
#else
half2 vec = _SunPosition.xy - i.uv.xy;
#endif
half dist = saturate(_SunPosition.w - length(vec));
half4 outColor = 0;
// find unoccluded sky pixels
// consider pixel values that differ significantly between framebuffer and sky-only buffer as occluded
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 fragScreen
ENDCG
}
Pass{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert_radial
#pragma fragment frag_radial
ENDCG
}
Pass{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag_depth
ENDCG
}
Pass{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag_nodepth
ENDCG
}
Pass{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment fragAdd
ENDCG
}
}
Fallback off
} // shader