Handles.DrawTexture3DSlice

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public static void DrawTexture3DSlice (Texture texture, Vector3 slicePositions, FilterMode filterMode= FilterMode.Bilinear, bool useColorRamp= false, Gradient customColorRamp= null);

Parameters

textureThe volumetric texture to draw.
slicePositionsThe positions of the texture sampling planes.
filterModeSets the texture filtering mode to use.
useColorRampEnables color ramp visualization.
customColorRampThe custom gradient that Unity uses as a color ramp. If this is not specified, Unity uses Google Turbo color ramp.

Description

Draws a 3D texture using Slice rendering mode in 3D space.


Head scan rendered in slice mode with a custom gradient.

using UnityEditor;
using UnityEngine;

[ExecuteInEditMode] public class Reference : MonoBehaviour { public Texture3D texture; public Vector3 slicePositions; public FilterMode filterMode; public bool useColorRamp; public bool useCustomColorRamp;

// We should initialize this gradient before using it as a custom color ramp public Gradient customColorRampGradient; }

[CanEditMultipleObjects] [CustomEditor(typeof(Reference))] public class Handle : Editor { private void OnSceneViewGUI(SceneView sv) { Object[] objects = targets; foreach (var obj in objects) { Reference reference = obj as Reference; if (reference != null && reference.texture != null) { Handles.matrix = reference.transform.localToWorldMatrix; Handles.DrawTexture3DSlice(reference.texture, reference.slicePositions, reference.filterMode, reference.useColorRamp, reference.useCustomColorRamp ? reference.customColorRampGradient : null); } } }

void OnEnable() { SceneView.duringSceneGui += OnSceneViewGUI; }

void OnDisable() { SceneView.duringSceneGui -= OnSceneViewGUI; } }