unityzgy/.svn/pristine/66/6621746c54effdd1e5a3b5f9d644bf961dde9255.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/RadialBlur"
{
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
}
// Shader code pasted into all further CGPROGRAM blocks
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 blurVector : TEXCOORD1;
};
sampler2D _MainTex;
float4 _BlurRadius4;
float4 _SunPosition;
float4 _MainTex_TexelSize;
v2f vert( appdata_img v ) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = v.texcoord.xy;
o.blurVector = (_SunPosition.xy - v.texcoord.xy) * _BlurRadius4.xy;
return o;
}
#define SAMPLES_FLOAT 6.0f
#define SAMPLES_INT 6
half4 frag(v2f i) : SV_Target
{
half4 color = half4(0,0,0,0);
for(int j = 0; j < SAMPLES_INT; j++)
{
half4 tmpColor = tex2D(_MainTex, i.uv.xy);
color += tmpColor;
i.uv.xy += i.blurVector;
}
return color / SAMPLES_FLOAT;
}
ENDCG
Subshader
{
Blend One Zero
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
} // Pass
} // Subshader
Fallback off
} // shader