class in UnityEngine
/
Inherits from:Texture
/
Implemented in:UnityEngine.CoreModule
Class for handling Cubemap arrays.
Modern graphics APIs (e.g. D3D10.1 and later, OpenGL 4.0 and later, Metal on macOS, PS4) support "cubemap arrays",
which are arrays of same size & format cubemaps. 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 cubemap arrays are useful for implementing efficient reflection probe, lighting and shadowing systems
(all reflection/cookie/shadow cubemaps in a single array).
Cubemap 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 Cubemap textures into
elements of a cubemap array. From editor scripts, a common way of creating serialized cubemap array is to create it,
fill with data (either via Graphics.CopyTexture from regular cubemaps, or via SetPixels or
SetPixels32) and save it as an asset via AssetDatabase.CreateAsset.
Note that not all platforms and GPUs support cubemap arrays; for example none of the mobile APIs/GPUs currently support them. Use SystemInfo.supportsCubemapArrayTextures to check. Also, this class does not support CubemapArray creation with a Crunch compression TextureFormat.
cubemapCount | Number of cubemaps in the array (Read Only). |
format | Texture format (Read Only). |
CubemapArray | Create a new cubemap array. |
Apply | Actually apply all previous SetPixels changes. |
GetPixelData | Gets raw data from a Texture for reading or writing. |
GetPixels | Retrieves a copy of the pixel color data for a given mip level of a given face of a given slice. The colors are represented by Color structs. |
GetPixels32 | Retrieves a copy of the pixel color data for a given face of a given slice, at a given mip level. The colors are represented by lower-precision Color32 structs. |
SetPixelData | Set pixel values from raw preformatted data. |
SetPixels | Set pixel colors for a single array slice/face. |
SetPixels32 | Set pixel colors for a single array slice/face. |
allowThreadedTextureCreation | Allow Unity internals to perform Texture creation on any thread (rather than the dedicated render thread). |
currentTextureMemory | The amount of memory that all Textures in the scene use. |
desiredTextureMemory | The total size of the Textures, in bytes, that Unity loads if there were no other constraints. Before Unity loads any Textures, it applies the memory budget which reduces the loaded Texture resolution if the Texture sizes exceed its value. The `desiredTextureMemory` value takes into account the mipmap levels that Unity has requested or that you have set manually.For example, if Unity does not load a Texture at full resolution because it is far away or its requested mipmap level is greater than 0, Unity reduces the `desiredTextureMemory` value to match the total memory needed.The `desiredTextureMemory` value can be greater than the `targetTextureMemory` value. |
GenerateAllMips | Can be used with Texture constructors that take a mip count to indicate that all mips should be generated. The value of this field is -1. |
nonStreamingTextureCount | The number of non-streaming Textures in the scene. This includes instances of Texture2D and CubeMap Textures. This does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally. |
nonStreamingTextureMemory | The amount of memory Unity allocates for non-streaming Textures in the scene. This only includes instances of Texture2D and CubeMap Textures. This does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally. |
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 | This property forces the streaming Texture system to discard all unused mipmaps instead of caching them until the Texture memory budget is exceeded. This is useful when you profile or write tests to keep a predictable set of Textures in memory. |
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 total amount of Texture memory that Unity allocates to the Textures in the scene after it applies the memory budget and finishes loading Textures. `targetTextureMemory`also takes mipmap streaming settings into account. This value only includes instances of Texture2D and CubeMap Textures. It does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally. |
totalTextureMemory | The total amount of Texture memory that Unity would use if it loads all Textures at mipmap level 0.This is a theoretical value that does not take into account any input from the streaming system or any other input, for example when you set the`Texture2D.requestedMipmapLevel` manually.To see a Texture memory value that takes inputs into account, use `desiredTextureMemory`.`totalTextureMemory` only includes instances of Texture2D and CubeMap Textures. It does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
anisoLevel | Defines the anisotropic filtering level of the Texture. |
dimension | Dimensionality (type) of the Texture (Read Only). |
filterMode | Filtering mode of the Texture. |
graphicsFormat | Returns the GraphicsFormat format or color format of a Texture object. |
height | Height of the Texture in pixels. (Read Only) |
imageContentsHash | The hash value of the Texture. |
isReadable | Whether Unity stores an additional copy of this texture's pixel data in CPU-addressable memory. |
mipMapBias | The mipmap bias of the Texture. |
mipmapCount | How many mipmap levels are in this Texture (Read Only). |
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 | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
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 | Gets a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
SetGlobalAnisotropicFilteringLimits | Sets Anisotropic limits. |
SetStreamingTextureMaterialDebugProperties | This function sets mipmap streaming debug properties on any materials that use this Texture through the mipmap streaming system. |
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. |