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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class MipmapsTest : MonoBehaviour
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{
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public static MeshRenderer mr;
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public static Texture2D t1;
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// Start is called before the first frame update
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void Start()
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{
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mr = (MeshRenderer)GetComponent(typeof(MeshRenderer));
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t1 = mr.material.mainTexture as Texture2D;
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//t1.requestedMipmapLevel = 5; //加载第5等级mipmap
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//t1.ClearRequestedMipmapLevel();可以清空加载mipmap的等级
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}
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void OnGUI()
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{
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GUILayout.Label("<size=40>requestedMipmapLevel " + t1.requestedMipmapLevel + "</size>");
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GUILayout.Label("<size=40>当前实际加载的mipmap等级 " + t1.desiredMipmapLevel + "</size>");
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GUILayout.Label("<size=40>streamingMipmaps " + t1.streamingMipmaps + "</size>");
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GUILayout.Label("<size=40>loadedMipmapLevel" + t1.loadedMipmapLevel + "</size>");
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GUILayout.Label("<size=40>loadingMipmapLevel " + t1.loadingMipmapLevel + "</size>");
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GUILayout.Label("<size=40>streamingMipmapsPriority " + t1.streamingMipmapsPriority + "</size>");
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GUILayout.Label("<size=40>mipMapBias " + t1.mipMapBias + "</size>");
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if (GUILayout.Button("<size=40>调整mipmap等级(模糊) +</size>"))
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{
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t1.mipMapBias += 1f; //更模糊
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}
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if (GUILayout.Button("<size=40>调整mipmap等级(清楚) -</size>"))
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{
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t1.mipMapBias -= 1f; //更清楚
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}
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}
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}
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