Version: 5.6

ProceduralTexture

class in UnityEngine

/

다음으로부터 상속:Texture

매뉴얼로 전환

설명

Class for ProceduralTexture handling.

변수

formatThe format of the pixel data in the texture (Read Only).
hasAlphaCheck whether the ProceduralMaterial that generates this ProceduralTexture is set to an output format with an alpha channel.

Public 함수

GetPixels32Grab pixel values from a ProceduralTexture.
GetProceduralOutputTypeThe output type of this ProceduralTexture.

상속된 멤버

변수

hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.
anisoLevelAnisotropic filtering level of the texture.
dimensionDimensionality (type) of the texture (Read Only).
filterModeFiltering mode of the texture.
heightHeight of the texture in pixels. (Read Only)
mipMapBiasMip map bias of the texture.
widthWidth of the texture in pixels. (Read Only)
wrapModeWrap mode (Repeat or Clamp) of the texture.

Public 함수

GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.
GetNativeTexturePtrRetrieve a native (underlying graphics API) pointer to the texture resource.

정적 함수

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.
SetGlobalAnisotropicFilteringLimitsSets Anisotropic limits.

연산자

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.