unityzgy/.svn/pristine/f1/f1fb4ee65bb3c7dbb5ded028223f5c10409ef8b8.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/Clouds Particles Advanced" {
Properties {
_CloudsColor("Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#if ENVIRO_SIMPLE_FOG
#pragma target 2.0
#else
#pragma target 3.0
#endif
#pragma multi_compile_particles
#pragma multi_compile_fog
#pragma multi_compile __ ENVIRO_SIMPLE_FOG
#pragma multi_compile __ ENVIROVOLUMELIGHT
#include "UnityCG.cginc"
#if ENVIRO_SIMPLE_FOG
uniform float3 _SunDir;
uniform half4 _EnviroSkyFog;
#else
#include "Core/EnviroFogCore.cginc"
#endif
uniform sampler2D _MainTex;
uniform fixed4 _CloudsColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
float3 posWorld : TEXCOORD2;
float4 uv : TEXCOORD3;
UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v); //Insert
UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Ins
o.vertex = UnityObjectToClipPos(v.vertex);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
o.uv = ComputeScreenPos(o.vertex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 TransparentParticleCloudsFog(fixed4 clr, float3 wPos, float2 uv)
{
float3 wsDir = wPos - _WorldSpaceCameraPos;
float f = saturate((_EnviroSkyFog.x * (dot(normalize(wPos - _WorldSpaceCameraPos.xyz), float3(0, 1, 0)))) +_EnviroSkyFog.z);
f = pow(f, _EnviroSkyFog.y);
half fogFacSky = (clamp(f, 0, 1));
fixed4 fogClr = fixed4(0, 0, 0, 0);
fixed4 final = fixed4(0, 0, 0, 0);
#if ENVIRO_SIMPLE_FOG
fogClr = unity_FogColor * 2;
final = lerp(fogClr, clr, fogFacSky);
#else
float2 sunDir;
sunDir.x = saturate(_SunDir.y + 0.25);
sunDir.y = saturate(clamp(1.0 - _SunDir.y, 0.0, 0.5));
fogClr = ComputeScattering(normalize(wsDir), sunDir);
#if ENVIROVOLUMELIGHT
#if UNITY_SINGLE_PASS_STEREO
float4 scaleOffset = unity_StereoScaleOffset[unity_StereoEyeIndex];
uv = (uv - scaleOffset.zw) / scaleOffset.xy;
#endif
float4 volumeLighting = tex2D(_EnviroVolumeLightingTex, UnityStereoTransformScreenSpaceTex(uv));
volumeLighting *= _EnviroParams.x;
final = lerp(lerp(fogClr, fogClr + volumeLighting, _EnviroVolumeDensity), lerp(clr, clr + volumeLighting, _EnviroVolumeDensity), fogFacSky);
#else
final = lerp(fogClr, clr, fogFacSky);
#endif
#endif
return final;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = 2.0f * i.color * tex2D(_MainTex, i.texcoord) * _CloudsColor;
UNITY_APPLY_FOG(i.fogCoord, col);
float3 wsDir = normalize(i.posWorld.xyz -_WorldSpaceCameraPos);
float4 fog = TransparentParticleCloudsFog(col, i.posWorld,i.uv.xy / i.uv.w);
//float alpha = clamp(col.a * clamp(wsDir.y*1.5, 0, 1),0,1);
//if(wsDir.y + _WorldSpaceCameraPos.y < _WorldSpaceCameraPos.y)
//alpha = col.a;
return float4(fog.rgb, clamp(col.a * clamp(wsDir.y*1.5, 0, 1),0,1));
}
ENDCG
}
}
}
}