src | 源纹理。 |
dst | 目标纹理。 |
srcElement | Source element (e.g. cubemap face). Set this to 0 for 2D source textures. |
dstElement | 目标元素(例如,立方体贴图面或纹理数组元素)。 |
bool 如果调用成功,则为 true。
该函数提供了在不同格式和尺寸的纹理之间进行转换的有效方式。 目标纹理格式应处于未压缩状态,并且与支持的 RenderTextureFormat 相对应。
This function operates only on GPU-side data. Use Texture2D.ReadPixels to get the pixels from GPU to CPU.
This function currently supports 2D and cubemap textures as the source, and supports 2D, cubemap, 2D array and cubemap array textures as the destination. This function does not support conversion from cubemap to Texture2D. It also does not support RenderTexures. Instead, use Graphics.Blit.
Due to API limitations, this function is not supported on DX9 or Mac+OpenGL. Some platforms don't support every type of texture conversion. This is because this function internally depends on functionality from Graphics.CopyTexture. To check if your target platform supports the type of texture conversion you are using, use SystemInfo.copyTextureSupport. For more information on compatibility, see Graphics.CopyTexture and CopyTextureSupport.
另请参阅:CopyTextureSupport。