unityzgy/.svn/pristine/b6/b6a9209a94f466ce5b9c6fd1487cbfcdee03f111.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/MotionBlur" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_AccumOrig("AccumOrig", Float) = 0.65
}
SubShader {
ZTest Always Cull Off ZWrite Off
Pass {
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
BindChannels {
Bind "vertex", vertex
Bind "texcoord", texcoord
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD;
};
float4 _MainTex_ST;
float _AccumOrig;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
sampler2D _MainTex;
half4 frag (v2f i) : SV_Target
{
return half4(tex2D(_MainTex, i.texcoord).rgb, _AccumOrig );
}
ENDCG
}
Pass {
Blend One Zero
ColorMask A
BindChannels {
Bind "vertex", vertex
Bind "texcoord", texcoord
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD;
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
sampler2D _MainTex;
half4 frag (v2f i) : SV_Target
{
return tex2D(_MainTex, i.texcoord);
}
ENDCG
}
}
SubShader {
ZTest Always Cull Off ZWrite Off
Pass {
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
SetTexture [_MainTex] {
ConstantColor (0,0,0,[_AccumOrig])
Combine texture, constant
}
}
Pass {
Blend One Zero
ColorMask A
SetTexture [_MainTex] {
Combine texture
}
}
}
Fallback off
}