unityzgy/.svn/pristine/7e/7e0ea38d36e7cc32538dbb0d2f53eceece0013d0.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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Shader "Enviro/Particles/Lit Weather" {
Properties{
_TintColor("Tint Color", Color) = (1,1,1,1)
_MainTex("Particle Texture", 2D) = "white" {}
_Intensity("Intensity", Range(1,100)) = 10
}
SubShader{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
LOD 200
CGPROGRAM
#pragma surface surf Standard alpha:fade finalcolor:ApplyFog
#pragma target 3.0
sampler2D _MainTex;
#include "../../Resources/Shaders/Core/EnviroFogCore.cginc"
struct Input {
float2 uv_MainTex;
fixed4 color : COLOR;
float4 screenPos;
float3 worldPos;
};
fixed4 _TintColor;
float _Intensity;
void ApplyFog(Input IN, SurfaceOutputStandard o, inout fixed4 color)
{
//Get ScreenPosition
float3 uvscreen = IN.screenPos.xyz / IN.screenPos.w;
// Calculate Linear Depth
half linear01Depth = Linear01Depth(uvscreen.z);
//get World Position
float3 wPos = IN.worldPos.xyz;
// Calculate Fog and apply volume lighting tex
float4 fogClr = TransparentFog(color, wPos, uvscreen.xy, linear01Depth);
#if _ALPHAPREMULTIPLY_ON
fogClr.rgb *= o.Alpha;
#endif
#ifndef UNITY_PASS_FORWARDADD
color.rgb = fogClr.rgb;
#endif
}
void surf(Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * (IN.color * _TintColor);
o.Albedo = c.rgb * _Intensity;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}