public override void OnInspectorGUI() { // Let the default inspecter draw all the values DrawDefaultInspector(); // Spawn buttons if (GUILayout.Button("Apply Simple Blur")) { targetTest.OutputTexture = targetTest.CalculateSimpleBlur(targetTest.InputTexture, targetTest.Rotation, targetTest.LogarithmicEncoding); } if (GUILayout.Button("Apply Simple Half Blur")) { targetTest.OutputTexture = targetTest.CalculateSimpleHalfBlur(targetTest.InputTexture, targetTest.Rotation, targetTest.LogarithmicEncoding); } if (GUILayout.Button("Apply Unity Blur")) { targetTest.OutputTexture = QuantumBlurUsage.CalculateUnityBlur(targetTest.InputTexture, targetTest.Rotation); } if (GUILayout.Button("Apply your own image effect")) { targetTest.OutputTexture = QuantumBlurUsage.CalculateMyOwnEffect(targetTest.InputTexture); } if (GUILayout.Button("Blur Mesh effect")) { targetTest.TransformMesh(); } if (GUILayout.Button("Do Mesh Animation")) { targetTest.DoMeshAnimation(); } if (GUILayout.Button("Save Image")) { targetTest.SaveImageFile(); AssetDatabase.Refresh(); } if (GUILayout.Button("Save Mesh")) { AssetDatabase.CreateAsset(targetTest.OutputMesh, targetTest.GenerateMeshSavePath()); AssetDatabase.SaveAssets(); } }
/// <summary> /// Applying your own effect (implemented in QuantumBlurUsages "CalculateMyOwnEffect" function) to your image /// </summary> public void ApplyYourOwnEffect(bool clearData = true) { if (TextureToBlur == null) { Debug.LogError("No texture to blur specified!"); return; } InputTexture = QuantumBlurUsage.CalculateMyOwnEffect(TextureToBlur, BlurRotation); if (clearData) { //Clearing data Data3D = null; Data2D = null; } }
/// <summary> /// Applying simple QuantumBlur (the Unity implementation) to the TextureToBlur /// The new Image becomes the InputTexture (Which can also be set directly) /// </summary> public void ApplyBlur(bool clearData = true) { if (TextureToBlur == null) { Debug.LogError("No texture to blur specified!"); return; } BlurredTexture = QuantumBlurUsage.CalculateUnityBlur(TextureToBlur, BlurRotation); if (clearData) { //Clearing data Data3D = null; Data2D = null; } }
/// <summary> /// Applying your own effect (implemented in QuantumBlurUsages "CalculateMyOwnEffect" function) to your image /// </summary> public void ApplyYourOwnEffect(bool clearData = true) { if (TextureToBlur == null) { Debug.LogError("No texture to blur specified!"); return; } if (!TextureToBlur.isReadable) { Debug.LogError("TextureToBlur is not readable. Select the image and in the Inspector window go to 'Advanced' and set 'Read / Write Enabled' to true (tick the box)"); } InputTexture = QuantumBlurUsage.CalculateMyOwnEffect(TextureToBlur, BlurRotation); if (clearData) { //Clearing data Data3D = null; Data2D = null; } }
void OnEnable() { targetTest = target as QuantumBlurUsage; }
void OnEnable() { targetScript = target as QuantumBlurUsage; }