IntPtr Pointer to an underlying graphics API Texture resource.
Retrieve a native (underlying graphics API) pointer to the Texture resource.
Use this function to retrieve a pointer/handle corresponding to a particular Texture
as it is represented on the native graphics API level.
This can be used to enable Texture manipulation from native code plugins.
Note: When you use the Unity APIs to modify the pixel data of a Texture object, it changes the underlying graphics API native pointer. Call GetNativeTexturePtr to get the new native pointer.
For specific platforms, Unity has the following specifications:
- On Direct3D-like devices, Unity returns a pointer to the base Texture type (IDirect3DBaseTexture9
on D3D9, ID3D11Resource
on D3D11, ID3D12Resource
on D3D12).
- On OpenGL-like devices, the GL Texture "name" is returned; cast the pointer to an integer type to get it.
- On Metal, Unity returns an id<MTLTexture>
pointer.
- On Vulkan, Unity returns an VkImage
pointer.
- On platforms that do not support native code plug-ins, this function always returns NULL.
Note that calling this function when using multi-threaded rendering will synchronize with the rendering
thread (a slow operation), so best practice is to set up needed Texture pointers only at initialization
time.
See Also: Native code plugins, Texture2D.CreateExternalTexture, Cubemap.CreateExternalTexture, RenderTexture.GetNativeDepthBufferPtr.