Version: 2021.1
言語: 日本語
public void ConvertTexture (Rendering.RenderTargetIdentifier src, int srcElement, Rendering.RenderTargetIdentifier dst, int dstElement);

パラメーター

src ソーステクスチャ (コピー元のテクスチャ)
dst コピー先のテクスチャ
srcElement Source element (e.g. cubemap face). Set this to 0 for 2D source textures.
dstElement Destination element (e.g. cubemap face or texture array element).

説明

Converts and copies a source texture to a destination texture with a different format or dimensions.

This function provides an efficient way to convert between textures of different formats and dimensions. The destination texture format must be uncompressed and correspond to a RenderTextureFormat supported on the current device. You can use 2D and cubemap textures as the source and 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.

This function operates only on GPU-side data. Use Texture2D.ReadPixels to get the pixels from GPU to CPU.

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.

See Also: CopyTextureSupport.