format | キューブマップに使用されるピクセルデータの形式です。 |
width | キューブの面の幅と高さです(単位:ピクセル)。 |
textureFormat | キューブマップに使用されるピクセルデータの形式です。 |
mipChain | ミップマップを作成しますか? |
createUninitialized | Use this flag to create the texture with uninitialized data. When overriding all texels anyway, this can lead to improved performance and reduced memory usage. |
mipCount | Number of mipmaps to be created. Use TextureCreationFlags.MipChain to generate a full mipchain. |
空のキューブマップテクスチャを新規作成します。
テクスチャの/サイズ/は各方向のもので、ミップマップあり/なしいずれでも作成できます。
Enable createUninitialized
to make the texture reference uninitialized data (both on the CPU and GPU). When overriding all texels, this can lead to improved performance and reduced memory usage during construction. Note that sampling an uninitialized texture gives unpredictable values.
Usually you will want to set the colors of the texture after creating it, using
SetPixel and Apply functions.
Note that this class does not support Cubemap creation from a script with a Crunch compression TextureFormat.
using UnityEngine;
public class Example : MonoBehaviour { public Cubemap texture;
void Start() { // Create a new Cubemap texture. texture = new Cubemap(128, TextureFormat.RGBA32, false); } }