class in UnityEngine
/
Inherits from:Texture
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Implemented in:UnityEngine.CoreModule
Class for handling 2D texture arrays.
Modern graphics APIs (e.g. D3D10 and later, OpenGL ES 3.0 and later, Metal etc.) support "texture arrays", which is an array of same size & format textures.
From the shader side, they are treated as a single resource, and sampling them needs an extra coordinate that indicates which array element to sample from.
Typically texture arrays are useful as an alternative for texture atlases, or in other cases where objects use a set of same-sized textures (e.g. terrains).
Currently in Unity texture arrays do not have an import pipeline for them, and must be created from code, either at runtime or in editor scripts.
Using Graphics.CopyTexture is useful for fast copying of pixel data from regular 2D textures into elements of a texture array. From editor scripts,
a common way of creating serialized texture array is to create it, fill with data (either via Graphics.CopyTexture from regular 2D textures, or via SetPixels or
SetPixels32) and save it as an asset via AssetDatabase.CreateAsset.
Note that not all platforms and GPUs support texture arrays; for example Direct3D9 and OpenGL ES 2.0 do not. Use SystemInfo.supports2DArrayTextures to check.
depth | Number of elements in a texture array (Read Only). |
format | Texture format (Read Only). |
isReadable | Returns true if this texture array is Read/Write Enabled; otherwise returns false. For dynamic textures created from script, always returns true. |
Texture2DArray | Create a new texture array. |
Apply | Actually apply all previous SetPixels changes. |
GetPixels | Returns pixel colors of a single array slice. |
GetPixels32 | Returns pixel colors of a single array slice. |
SetPixels | Set pixel colors for the whole mip level. |
SetPixels32 | Set pixel colors for the whole mip level. |
currentTextureMemory | The amount of memory currently being used by textures. |
desiredTextureMemory | This amount of texture memory would be used before the texture streaming budget is applied. |
nonStreamingTextureCount | Number of non-streaming textures. |
nonStreamingTextureMemory | Total amount of memory being used by non-streaming textures. |
streamingMipmapUploadCount | How many times has a texture been uploaded due to texture mipmap streaming. |
streamingRendererCount | Number of renderers registered with the texture streaming system. |
streamingTextureCount | Number of streaming textures. |
streamingTextureDiscardUnusedMips | Force the streaming texture system to discard all unused mipmaps immediately, rather than caching them until the texture memory budget is exceeded. |
streamingTextureForceLoadAll | Force streaming textures to load all mipmap levels. |
streamingTextureLoadingCount | Number of streaming textures with mipmaps currently loading. |
streamingTexturePendingLoadCount | Number of streaming textures with outstanding mipmaps to be loaded. |
targetTextureMemory | The amount of memory used by textures after the mipmap streaming and budget are applied and loading is complete. |
totalTextureMemory | The total amount of memory that would be used by all textures at mipmap level 0. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
anisoLevel | Anisotropic filtering level of the texture. |
dimension | Dimensionality (type) of the texture (Read Only). |
filterMode | Filtering mode of the texture. |
height | Height of the texture in pixels. (Read Only) |
imageContentsHash | The hash value of the Texture. |
isReadable | Returns true if the Read/Write Enabled checkbox was checked when the texture was imported; otherwise returns false. For a dynamic Texture created from script, always returns true. For additional information, see TextureImporter.isReadable. |
mipMapBias | The mipmap bias of the texture. |
updateCount | This counter is incremented when the texture is updated. |
width | Width of the texture in pixels. (Read Only) |
wrapMode | Texture coordinate wrapping mode. |
wrapModeU | Texture U coordinate wrapping mode. |
wrapModeV | Texture V coordinate wrapping mode. |
wrapModeW | Texture W coordinate wrapping mode for Texture3D. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the GameObject. |
GetNativeTexturePtr | Retrieve a native (underlying graphics API) pointer to the texture resource. |
IncrementUpdateCount | Increment the update counter. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
SetGlobalAnisotropicFilteringLimits | Sets Anisotropic limits. |
SetStreamingTextureMaterialDebugProperties | Uploads additional debug information to materials using textures set to stream mipmaps. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |