处理立方体贴图数组的类。
现代图形 API(例如 D3D10.1 及更高版本、OpenGL 4.0 及更高版本、MacOS 上的 Metal、PS4)支持“立方体贴图数组”,
它们是具有相同大小和格式的立方体贴图的数组。从着色器方面讲,它们被视为单个资源,
对它们进行采样需要一个额外的坐标,用于指示将从中采样的数组元素。
通常,立方体贴图数组适用于实现高效的反射探针、光照和阴影系统
(单个数组中的所有反射/剪影/阴影立方体贴图)。
立方体贴图数组没有专用的导入管线,必须在运行时或在 Editor 脚本中通过代码创建
它们。使用 Graphics.CopyTexture 有助于将像素数据快速从常规 Cubemap 纹理复制到
立方体贴图数组的纹理中。通过 Editor 脚本,创建序列化立方体贴图数组的常用方式是创建它,
填充数据(通过常规立方体贴图中的 Graphics.CopyTexture,或者通过 SetPixels 或
SetPixels32),然后通过 AssetDatabase.CreateAsset 将其另存为资源。
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 | 该数组中立方体贴图的数量(只读)。 |
format | 纹理格式(只读)。 |
CubemapArray | 创建一个新的立方体贴图数组。 |
Apply | 实际应用先前的全部 SetPixels 更改。 |
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 | 用原始预格式化数据设置像素值。 |
SetPixels | 为单个数组切片/面设置像素颜色。 |
SetPixels32 | 为单个数组切片/面设置像素颜色。 |
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 | 该对象应该隐藏、随场景一起保存还是由用户修改? |
name | 对象的名称。 |
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 | 纹理的哈希值。 |
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. |
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 | 纹理坐标换行模式。 |
wrapModeU | 纹理 U 坐标换行模式。 |
wrapModeV | 纹理 V 坐标换行模式。 |
wrapModeW | Texture3D 的纹理 W 坐标换行模式。 |
GetInstanceID | Gets the instance ID of the object. |
ToString | 返回对象的名称。 |
GetNativeTexturePtr | Retrieve a native (underlying graphics API) pointer to the Texture resource. |
IncrementUpdateCount | 递增更新计数器。 |
Destroy | 移除 GameObject、组件或资源。 |
DestroyImmediate | 立即销毁对象 /obj/。强烈建议您改用 Destroy。 |
DontDestroyOnLoad | 在加载新的 Scene 时,请勿销毁 Object。 |
FindObjectOfType | 返回第一个类型为 type 的已加载的激活对象。 |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | 克隆 original 对象并返回克隆对象。 |
SetGlobalAnisotropicFilteringLimits | 设置各向异性限制。 |
SetStreamingTextureMaterialDebugProperties | This function sets mipmap streaming debug properties on any materials that use this Texture through the mipmap streaming system. |
bool | 该对象是否存在? |
operator != | 比较两个对象是否引用不同的对象。 |
operator == | 比较两个对象引用,判断它们是否引用同一个对象。 |