unityzgy/.svn/pristine/a3/a3c7b0c74bd0014cd59f1b9c92f71e27d5f63016.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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#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
struct IndirectShaderData
{
float4x4 PositionMatrix;
float4x4 InversePositionMatrix;
float4 ControlData;
};
#if defined(SHADER_API_GLCORE) || defined(SHADER_API_D3D11) || defined(SHADER_API_GLES3) || defined(SHADER_API_METAL) || defined(SHADER_API_VULKAN) || defined(SHADER_API_PS4) || defined(SHADER_API_XBOXONE)
StructuredBuffer<IndirectShaderData> IndirectShaderDataBuffer;
StructuredBuffer<IndirectShaderData> VisibleShaderDataBuffer;
#endif
#endif
void setup()
{
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
#ifdef GPU_FRUSTUM_ON
unity_ObjectToWorld = VisibleShaderDataBuffer[unity_InstanceID].PositionMatrix;
unity_WorldToObject = VisibleShaderDataBuffer[unity_InstanceID].InversePositionMatrix;
#else
unity_ObjectToWorld = IndirectShaderDataBuffer[unity_InstanceID].PositionMatrix;
unity_WorldToObject = IndirectShaderDataBuffer[unity_InstanceID].InversePositionMatrix;
#endif
#ifdef FAR_CULL_ON_PROCEDURAL_INSTANCING
#define transformPosition mul(unity_ObjectToWorld, float4(0,0,0,1)).xyz
#define distanceToCamera length(transformPosition - _WorldSpaceCameraPos.xyz)
float cull = 1.0 - saturate((distanceToCamera - _CullFarStart) / _CullFarDistance);
unity_ObjectToWorld = mul(unity_ObjectToWorld, float4x4(cull, 0, 0, 0, 0, cull, 0, 0, 0, 0, cull, 0, 0, 0, 0, 1));
#undef transformPosition
#undef distanceToCamera
#endif
#endif
}