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