Exemple #1
0
    private void OnGUI()
    {
        GUILayout.BeginVertical("Box");

        GUILayout.BeginHorizontal();
        GUILayout.Label("Filter Type : " + _filterType.ToString() + "\nBlur Frequency: " + _blurFreq.ToString());
        GUILayout.EndHorizontal();

        GUILayout.BeginHorizontal();
        if (GUILayout.Button("GAUSSIAN"))
        {
            _filterType = FilterType.GAUSSIAN;
        }
        if (GUILayout.Button("KAWASE"))
        {
            _filterType = FilterType.KAWASE;
        }
        GUILayout.EndHorizontal();

        GUILayout.BeginHorizontal();
        if (GUILayout.Button("NORMAL"))
        {
            _blurFreq = BlurFrequency.NORMAL;
        }
        if (GUILayout.Button("STATIC"))
        {
            _blurFreq = BlurFrequency.STATIC;
        }
        if (GUILayout.Button("HALF FREQUENCY"))
        {
            _blurFreq = BlurFrequency.HALF;
        }
        if (GUILayout.Button("EVERY FOURTH FRAME"))
        {
            _blurFreq = BlurFrequency.EVERY_FOURTH_FRAME;
        }
        GUILayout.EndHorizontal();

        GUILayout.BeginHorizontal();
        if (GUILayout.Button("TOGGLE BLUR MAP"))
        {
            _toggleBlur = !_toggleBlur;
            _glassMaterial.SetTexture("_BlurMap", (_toggleBlur ? BlurTexture : null));
        }

        if (GUILayout.Button("TOGGLE DISTORTION MAP"))
        {
            _toggleDist = !_toggleDist;
            _glassMaterial.SetTexture("_NormalMap", (_toggleDist ? DistortionTexture : null));
        }

        GUILayout.EndHorizontal();

        GUILayout.EndVertical();
    }
Exemple #2
0
    void Start()
    {
        _camera = GetComponent <Camera>();
        _camera.depthTextureMode = DepthTextureMode.Depth;
        _camera.clearFlags       = CameraClearFlags.Skybox;

        InitBlurTextures();

        _blurFreq   = BlurFrequency.NORMAL;
        _filterType = FilterType.GAUSSIAN;

        _glassMaterial = GameObject.Find("Quad").GetComponent <Renderer>().sharedMaterial;

        _toggleDist = false;
        _toggleBlur = true;
    }