unityzgy/Assets/ThirdPackages/Enviro - Sky and Weather/Enviro Standard/URP Support/Scripts/EnviroDistanceBlurLWRP.cs
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

59 lines
2.3 KiB
C#

using System.Collections.Generic;
using UnityEngine.Serialization;
#if ENVIRO_LWRP && ENVIRO_HD
namespace UnityEngine.Rendering.LWRP
{
public class EnviroDistanceBlurLWRP : UnityEngine.Rendering.Universal.ScriptableRendererFeature
{
EnviroDistanceBlurPass blitPass;
private Camera myCam;
private Material postProcessMat;
private Texture2D distributionTexture;
private void CreateMaterialsAndTextures()
{
if (postProcessMat == null)
postProcessMat = new Material(Shader.Find("Hidden/EnviroDistanceBlur"));
if (distributionTexture == null)
distributionTexture = Resources.Load("tex_enviro_linear", typeof(Texture2D)) as Texture2D;
}
public override void Create()
{
if (EnviroSkyMgr.instance == null || EnviroSky.instance == null)
return;
CreateMaterialsAndTextures();
blitPass = new EnviroDistanceBlurPass(UnityEngine.Rendering.Universal.RenderPassEvent.BeforeRenderingTransparents, postProcessMat, distributionTexture);
}
public override void AddRenderPasses(UnityEngine.Rendering.Universal.ScriptableRenderer renderer, ref UnityEngine.Rendering.Universal.RenderingData renderingData)
{
if (renderingData.cameraData.camera.cameraType == CameraType.Preview || renderingData.cameraData.camera.cameraType == CameraType.Reflection)
return;
myCam = renderingData.cameraData.camera;
if (EnviroSkyMgr.instance != null && EnviroSky.instance != null && EnviroSkyMgr.instance.useDistanceBlur)
{
if (renderingData.cameraData.isSceneViewCamera && !EnviroSky.instance.showDistanceBlurInEditor)
return;
var src = renderer.cameraColorTarget;
var dest = UnityEngine.Rendering.Universal.RenderTargetHandle.CameraTarget;
CreateMaterialsAndTextures();
if(blitPass == null)
blitPass = new EnviroDistanceBlurPass(UnityEngine.Rendering.Universal.RenderPassEvent.BeforeRenderingTransparents, postProcessMat, distributionTexture);
blitPass.Setup(myCam, src, dest);
renderer.EnqueuePass(blitPass);
}
}
}
}
#endif