- 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
77 lines
1.1 KiB
Plaintext
77 lines
1.1 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/ColorCorrection3DLut" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "" {}
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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sampler2D _MainTex;
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sampler3D _ClutTex;
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float _Scale;
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float _Offset;
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v2f vert( appdata_img v )
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.texcoord.xy;
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return o;
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}
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float4 frag(v2f i) : SV_Target
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{
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float4 c = tex2D(_MainTex, i.uv);
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c.rgb = tex3D(_ClutTex, c.rgb * _Scale + _Offset).rgb;
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return c;
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}
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float4 fragLinear(v2f i) : SV_Target
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{
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float4 c = tex2D(_MainTex, i.uv);
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c.rgb= sqrt(c.rgb);
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c.rgb = tex3D(_ClutTex, c.rgb * _Scale + _Offset).rgb;
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c.rgb = c.rgb*c.rgb;
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return c;
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}
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ENDCG
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Subshader
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{
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Pass
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{
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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ENDCG
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}
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Pass
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{
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragLinear
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#pragma target 3.0
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ENDCG
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}
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}
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Fallback off
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}
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