using UnityEngine;
using System.Collections;
public class Test : MonoBehaviour {
public Texture2D t;
[Range(0, 15)]
public int intensity = 2;
Texture2D tt;
void Start () {
transform.localScale = new Vector3 ((float)t.width/(float)t.height, 1);
InvokeRepeating ("MyUpdate", 0, 3);
}
void MyUpdate () {
if(tt != null){
Destroy(tt);
}
tt = new Texture2D (t.width, t.height);
for(int y = 1; y < t.height-1; y++){
for(int x = 1; x < t.width-1; x++){
Color c = t.GetPixel(x, y);
if(intensity > 0){
for(int i = 0; i < intensity-1; i++){
for(int k = 0; k < intensity-1; k++){
c += t.GetPixel(x + i, y + k);
}
}
c = c / Mathf.Pow(intensity, 2) * 1.2f;
}
tt.SetPixel(x, y, c);
}
}
tt.Apply ();
renderer.material.mainTexture = tt;
}
}
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