使用默认格式根据特定于平台的功能从脚本创建纹理或 RenderTextures。
using UnityEngine; using UnityEngine.Experimental.Rendering; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { // Create a new texture and assign it to the material of the renderer. Texture2D texture = new Texture2D(1, 1, DefaultFormat.LDR, TextureCreationFlags.None); GetComponent<Renderer>().material.mainTexture = texture; } }
每个图形卡可能并不支持跨格式的所有用法。使用 SystemInfo.IsFormatSupported 可以检查图形卡支持的用法。
Additional resources: SystemInfo.GetGraphicsFormat, Texture2D, texture assets.
LDR | 表示特定于平台的默认 LDR 格式。如果项目使用线性渲染模式,则实际格式为 sRGB。如果项目使用伽马渲染模式,则实际格式为 UNorm。 |
HDR | 表示特定于平台的默认 HDR 格式。 |
DepthStencil | Represents the default platform-specific depth stencil format. |
Shadow | 表示特定于平台的默认阴影格式。 |
Video | 表示特定于平台的默认视频格式。 |
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