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using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(RadiusBlur))]
public class RadiusBlurEditor : Editor
{
RadiusBlur radiusBlur;
public float centerX = 0.5f;
public float centerY = 0.5f;
[Range(0f, 0.03f)]
public float radiusOffset = 0;
[Range(1, 30)]
public int iteration = 1;
bool first_loaded = true;
public override void OnInspectorGUI()
{
radiusBlur = target as RadiusBlur;
ShowRadiusData();
first_loaded = false;
}
void ShowRadiusData()
{
radiusBlur.radius_material = EditorGUILayout.ObjectField("径向模糊材质", radiusBlur.radius_material, typeof(Material), true) as Material;
Vector3 radius_data = radiusBlur.radius_data;
centerX = EditorGUILayout.Slider("径向模糊中心X", radius_data.x, 0f, 1f);
centerY = EditorGUILayout.Slider("径向模糊中心Y", radius_data.y, 0f, 1f);
radiusOffset = EditorGUILayout.Slider("偏移范围(0~0.03)", radius_data.z, 0.0f, 0.03f);
iteration = EditorGUILayout.IntSlider("迭代次数Iteration", radiusBlur.iteration, 1, 30);
if(first_loaded ||
radius_data.x != centerX ||
radius_data.y != centerY ||
radius_data.z != radiusOffset ||
radiusBlur.iteration != iteration)
{
radiusBlur.iteration = iteration;
radiusBlur.radius_data = new Vector3(centerX, centerY, radiusOffset);
}
}
void Print(string s)
{
Debug.Log(s);
}
}