优化ui,谱面替换,以及科研模糊
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Qjjxk.Blur.Demo
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{
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public class Demo : MonoBehaviour
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{
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public Transform cubeTrans;
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public BlurRawImage blurRawImage;
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public TMP_Dropdown blurTypeDropdown;
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public Slider strengthSlider;
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public Slider radiusSlider;
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public Slider iterationSlider;
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public Slider downSampleSlider;
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public TextMeshProUGUI strengthText;
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public TextMeshProUGUI radiusText;
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public TextMeshProUGUI iterationsText;
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public TextMeshProUGUI downSampleText;
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private void Update()
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{
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cubeTrans.Rotate(0, 30 * Time.deltaTime, 0);
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blurTypeDropdown.value = (int)blurRawImage.blurType;
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strengthText.text = blurRawImage.blurStrength.ToString("F2");
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radiusText.text = blurRawImage.blurRadius.ToString("F2");
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iterationsText.text = blurRawImage.iterations.ToString("F0");
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downSampleText.text = blurRawImage.downSample.ToString("F2");
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strengthSlider.value = blurRawImage.blurStrength;
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radiusSlider.value = blurRawImage.blurRadius;
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iterationSlider.value = blurRawImage.iterations;
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downSampleSlider.value = blurRawImage.downSample;
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}
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public void SetBlurType(int blurType)
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{
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blurRawImage.blurType = (BlurType)blurType;
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}
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public void SetStrength(float strength)
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{
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blurRawImage.blurStrength = strength;
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}
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public void SetRadius(float radius)
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{
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blurRawImage.blurRadius = radius;
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}
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public void SetIterations(float iterations)
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{
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blurRawImage.iterations = Mathf.RoundToInt(iterations);
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}
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public void SetDown(float down)
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{
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blurRawImage.downSample = down;
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}
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}
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}
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assetPath: Assets/BlurRawImage/Demo/Demo.cs
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