用于处理稀疏纹理的类。
稀疏纹理是整个纹理数据不能立即存在于内存中的纹理。它们通常也称为“区块纹理”或“超级纹理”。
想象一下大小为 16384x16384、每像素 32 位的纹理,它将占用 1GB 内存。该纹理分解为多个“区块”,每个区块可存在于内存中,也可不存在于内存中。您可以在需要时根据与摄像机的距离、玩家必须看到的世界的区域等加载和卸载这些区块。
否则,这些稀疏纹理的行为就像着色器中的其他任何纹理,它们可以有多级渐进纹理,可使用所有纹理过滤模式等。如果碰巧从不存在的区块读取内容,则会获得不存在的结果(在许多 GPU 上,结果为黑色,但不保证如此)。
并非所有硬件和平台都支持稀疏纹理,因此在使用它们前,应检查 SystemInfo.supportsSparseTextures。例如,在 DirectX 系统上,它们需要 DX11.2 (Windows 8.1) 以及相当新的 GPU;在 OpenGL 上,它们需要 ARB_sparse_texture 扩展支持。稀疏纹理仅支持非压缩纹理格式。
创建稀疏纹理后,可使用 tileWidth 和 tileHeight 查询区块大小。区块大小取决于平台和 GPU。
使用 UpdateTile 或 UpdateTileRaw 可使区块位于内存中并更新其颜色数据。使用 UnloadTile 可卸载区块。
另请参阅:稀疏纹理。
isCreated | 是否实际创建了稀疏纹理?(只读) |
tileHeight | 获取稀疏纹理区块高度(只读)。 |
tileWidth | 获取稀疏纹理区块宽度(只读)。 |
SparseTexture | 创建一个稀疏纹理。 |
UnloadTile | 卸载稀疏纹理区块。 |
UpdateTile | 使用颜色值更新稀疏纹理区块。 |
UpdateTileRaw | 使用原始像素值更新稀疏纹理区块。 |
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. This value 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. This value 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 | 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 | 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。 |