- 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
69 lines
1.3 KiB
Plaintext
69 lines
1.3 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/SeparableBlur" {
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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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float4 uv01 : TEXCOORD1;
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float4 uv23 : TEXCOORD2;
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float4 uv45 : TEXCOORD3;
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};
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float4 offsets;
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sampler2D _MainTex;
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v2f vert (appdata_img v) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv.xy = v.texcoord.xy;
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o.uv01 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1);
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o.uv23 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 2.0;
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o.uv45 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 3.0;
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return o;
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}
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half4 frag (v2f i) : SV_Target {
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half4 color = float4 (0,0,0,0);
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color += 0.40 * tex2D (_MainTex, i.uv);
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color += 0.15 * tex2D (_MainTex, i.uv01.xy);
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color += 0.15 * tex2D (_MainTex, i.uv01.zw);
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color += 0.10 * tex2D (_MainTex, i.uv23.xy);
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color += 0.10 * tex2D (_MainTex, i.uv23.zw);
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color += 0.05 * tex2D (_MainTex, i.uv45.xy);
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color += 0.05 * tex2D (_MainTex, i.uv45.zw);
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return color;
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}
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ENDCG
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Subshader {
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Pass {
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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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ENDCG
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}
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}
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Fallback off
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} // shader
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