textures | アトラス内でパックされたテクスチャの配列 |
padding | パックされたテクスチャ間のパディングピクセル数。 |
maximumAtlasSize | 結果のテクスチャの最大サイズ |
makeNoLongerReadable | テクスチャをあらかじめ読みやすくマークしておくかどうか |
Rect[] アトラス内にある各テクスチャの UV 座標を含む長方形の配列、パッキングに失敗した場合は null。
テクスチャアトラスに複数のテクスチャをパックします
This function will replace the current texture with the atlas made from the supplied textures.
The size, format and mipmaps of any of the textures can change after packing.
The resulting texture atlas will be as large as needed to fit all input textures but only up to maximumAtlasSize
in
each dimension. If the input textures can't all fit into a texture atlas of the desired size then they will be
scaled down to fit.
The atlas will have DXT1 format if all input textures are DXT1 compressed.
If all input textures are compressed in DXT1 or DXT5 formats
then the atlas will be in DXT5 format. If any input texture is not compressed then the atlas will
be in RGBA32 uncompressed format.
入力テクスチャのどれもミップマップを持っていない場合は、アトラスもミップマップがありません。
If you use non-zero padding and the atlas is compressed and has mipmaps then the lower-level mipmaps might not be
exactly the same as in the original texture due to compression restrictions.
If makeNoLongerReadable
is true
then the texture will be marked as no longer readable
and memory will be freed after uploading to the GPU.
By default makeNoLongerReadable
is set to false
.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Texture2D[] atlasTextures; public Rect[] rects; void Start() { Texture2D atlas = new Texture2D(8192, 8192); rects = atlas.PackTextures(atlasTextures, 2, 8192); } }