position | テクスチャを描画するスクリーン上の Rect |
image | 表示する Texture |
scaleMode | 描画されるものでアスペクト比が合わないときに画像をどのようにスケーリングするか |
imageAspect | ソースのイメージに使用するアスペクト比。 0 (デフォルト)の場合はイメージの持つ縦横比が使用されます。 |
mipLevel | What mip-level to sample. If negative, texture will be sampled normally. It sets material _Mip property. |
矩形内のテクスチャのアルファチャネルを描画します。
See Also: GUI.color, GUI.contentColor
Alpha texture in an Editor Window.
// Load a texture, display the texture, display its alpha channel and // show a preview of the inverted texture
class EditorGUITextures extends EditorWindow {
var texture : Texture2D; var invertedTexture : Texture2D; var showInverted = false;
@MenuItem("Examples/Texture Previewer") static function Init() { var window = GetWindow(EditorGUITextures); window.position = Rect(0,0,400, 200); window.Show(); }
function OnGUI() { texture = EditorGUI.ObjectField(Rect(3,3,200,20), "Add a Texture:", texture, Texture); if(GUI.Button(Rect(208,3, position.width - 210, 20),"Process Inverted")) { if(invertedTexture) DestroyImmediate(invertedTexture); //Copy the new texture invertedTexture = new Texture2D(texture.width, texture.height, texture.format, (texture.mipmapCount != 0)); for (var m : int = 0; m < texture.mipmapCount; m++) invertedTexture.SetPixels(texture.GetPixels(m), m); InvertColors(); showInverted = true; } if(texture) { EditorGUI.PrefixLabel(Rect(25,45,100,15),0,GUIContent("Preview:")); EditorGUI.DrawPreviewTexture(Rect(25,60,100,100),texture); EditorGUI.PrefixLabel(Rect(150,45,100,15),0,GUIContent("Alpha:")); EditorGUI.DrawTextureAlpha(Rect(150,60,100,100),texture); EditorGUI.PrefixLabel(Rect(275,45,100,15),0,GUIContent("Inverted:")); if(showInverted) EditorGUI.DrawPreviewTexture(Rect(275,60,100,100),invertedTexture); if(GUI.Button(Rect(3,position.height - 25, position.width-6,20),"Clear texture")) { texture = EditorGUIUtility.whiteTexture; showInverted = false; } } else { EditorGUI.PrefixLabel( Rect(3,position.height - 25,position.width - 6, 20), 0, GUIContent("No texture found")); } }
function InvertColors() { for (var m : int = 0; m < invertedTexture.mipmapCount; m++) { var c : Color[] = invertedTexture.GetPixels(m); for (var i : int = 0 ;i < c.Length; i++) { c[i].r = 1 - c[i].r; c[i].g = 1 - c[i].g; c[i].b = 1 - c[i].b; } invertedTexture.SetPixels(c, m); } invertedTexture.Apply(); } function OnInspectorUpdate() { Repaint(); } }