Пример #1
0
    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();
        }
    }
Пример #2
0
    /// <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;
        }
    }
Пример #3
0
    /// <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;
        }
    }
Пример #5
0
 void OnEnable()
 {
     targetTest = target as QuantumBlurUsage;
 }
Пример #6
0
 void OnEnable()
 {
     targetScript = target as QuantumBlurUsage;
 }