unityzgy/Assets/ThirdPackages/VRPackage/VRTK/Scripts/Internal/Shaders/AdaptiveQualityDebugVisualization.shader
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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// Adapted from The Lab Renderer's vr_quality_vis.shader, available at
// https://github.com/ValveSoftware/the_lab_renderer/blob/ae64c48a8ccbe5406aba1e39b160d4f2f7156c2c/Assets/TheLabRenderer/Resources/vr_quality_vis.shader
// For The Lab Renderer's license see THIRD_PARTY_NOTICES.
Shader "VRTK/AdaptiveQualityDebugVisualization"
{
SubShader
{
Tags { "Queue" = "Overlay" "PreviewType" = "Plane" }
Pass
{
Cull Off
ZWrite Off
ZTest Always
CGPROGRAM
#pragma only_renderers d3d11
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
v2f_img vert(appdata_img i)
{
v2f_img o = vert_img(i);
o.uv.y = 1.0 - i.texcoord.y;
return o;
}
CBUFFER_START(AdaptiveQualityDebugVisualization)
uint _RenderScaleLevelsCount = 10;
uint _DefaultRenderViewportScaleLevel = 6;
uint _CurrentRenderViewportScaleLevel = 5;
uint _CurrentRenderScaleLevel = 5;
uint _LastFrameIsInBudget = 1;
CBUFFER_END
fixed4 frag(v2f_img i) : SV_TARGET0
{
fixed4 o;
o.rgba = fixed4(0.0, 0.0, 0.0, 1.0);
uint nLevel = i.uv.x * _RenderScaleLevelsCount;
// Thin bar showing colors
if (i.uv.y <= 0.1)
{
if (nLevel == 0)
o.rgb = fixed3(0.5, 0.0, 0.0);
else if (nLevel < _DefaultRenderViewportScaleLevel)
o.rgb = fixed3(0.5, 0.5, 0.0);
else
o.rgb = fixed3(0.0, 0.5, 0.0);
}
// Current level
else if (nLevel == _CurrentRenderViewportScaleLevel)
{
if (nLevel == _CurrentRenderScaleLevel && i.uv.y >= 0.9)
o.rgb = fixed3(0.0, 1.0, 1.0);
else if (_LastFrameIsInBudget == 0)
o.rgb = fixed3(0.5, 0.0, 0.0);
else if (nLevel < _DefaultRenderViewportScaleLevel)
o.rgb = fixed3(0.5, 0.5, 0.0);
else
o.rgb = fixed3(0.0, 0.5, 0.0);
}
// Gray levels
else
{
if (nLevel == _CurrentRenderScaleLevel && i.uv.y >= 0.9)
o.rgb = fixed3(0.0, 1.0, 1.0);
else if (nLevel & 0x1)
o.rgb = fixed3(0.02, 0.02, 0.02);
else
o.rgb = fixed3(0.03, 0.03, 0.03);
}
return o;
}
ENDCG
}
}
}