Class for handling Cubemap arrays.
Modern graphics APIs (e.g. D3D10.1 and later, OpenGL 4.0 and later, Metal on macOS, PS4) support "cubemap arrays",
which are arrays of same size & format cubemaps. From the shader side, they are treated as a single resource, and sampling
them needs an extra coordinate that indicates which array element to sample from.
Typically cubemap arrays are useful for implementing efficient reflection probe, lighting and shadowing systems
(all reflection/cookie/shadow cubemaps in a single array).
Cubemap arrays do not have an import pipeline for them, and must be created from code, either at runtime or in editor
scripts. Using Graphics.CopyTexture is useful for fast copying of pixel data from regular Cubemap textures into
elements of a cubemap array. From editor scripts, a common way of creating serialized cubemap array is to create it,
fill with data (either via Graphics.CopyTexture from regular cubemaps, or via SetPixels or
SetPixels32) and save it as an asset via AssetDatabase.CreateAsset.
Note that not all platforms and GPUs support cubemap arrays; for example none of the mobile APIs/GPUs currently support them. Use SystemInfo.supportsCubemapArrayTextures to check.
cubemapCount | Number of cubemaps in the array (Read Only). |
format | Texture format (Read Only). |
CubemapArray | Create a new cubemap array. |
Apply | Actually apply all previous SetPixels changes. |
GetPixelData | Gets raw data from a Texture for reading or writing. |
GetPixels | Returns pixel colors of a single array slice/face. |
GetPixels32 | Returns pixel colors of a single array slice/face. |
SetPixelData | Set pixel values from raw preformatted data. |
SetPixels | Set pixel colors for a single array slice/face. |
SetPixels32 | Set pixel colors for a single array slice/face. |
allowThreadedTextureCreation | Allow Unity internals to perform texture creation on any thread (rather than the dedicated render thread). |
currentTextureMemory | The amount of memory currently being used by textures. |
desiredTextureMemory | This amount of texture memory would be used before the texture streaming budget is applied. |
GenerateAllMips | Can be used with texture constructors that take a mip count to indicate that all mips should be generated. The value of this field is -1. |
nonStreamingTextureCount | Number of non-streaming textures. |
nonStreamingTextureMemory | Total amount of memory being used by non-streaming textures. |
streamingMipmapUploadCount | How many times has a texture been uploaded due to texture mipmap streaming. |
streamingRendererCount | Number of renderers registered with the texture streaming system. |
streamingTextureCount | Number of streaming textures. |
streamingTextureDiscardUnusedMips | Force the streaming texture system to discard all unused mipmaps immediately, rather than caching them until the texture memory budget is exceeded. |
streamingTextureForceLoadAll | Force streaming textures to load all mipmap levels. |
streamingTextureLoadingCount | Number of streaming textures with mipmaps currently loading. |
streamingTexturePendingLoadCount | Number of streaming textures with outstanding mipmaps to be loaded. |
targetTextureMemory | The amount of memory used by textures after the mipmap streaming and budget are applied and loading is complete. |
totalTextureMemory | The total amount of memory that would be used by all textures at mipmap level 0. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
anisoLevel | Anisotropic filtering level of the texture. |
dimension | Dimensionality (type) of the texture (Read Only). |
filterMode | Режим фильтрации текстур |
graphicsFormat | Returns the GraphicsFormat format or color format of a texture object. |
height | Height of the texture in pixels. (Read Only) |
imageContentsHash | The hash value of the Texture. |
isReadable | Returns true if the Read/Write Enabled checkbox was checked when the texture was imported; otherwise returns false. For a dynamic Texture created from script, always returns true. For additional information, see TextureImporter.isReadable. |
mipMapBias | Mip map bias of the texture. |
mipmapCount | How many mipmap levels are in this texture (Read Only). |
updateCount | This counter is incremented when the texture is updated. |
width | Width of the texture in pixels. (Read Only) |
wrapMode | Texture coordinate wrapping mode. |
wrapModeU | Texture U coordinate wrapping mode. |
wrapModeV | Texture V coordinate wrapping mode. |
wrapModeW | Texture W coordinate wrapping mode for Texture3D. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the object. |
GetNativeTexturePtr | Retrieve a native (underlying graphics API) pointer to the texture resource. |
IncrementUpdateCount | Increment the update counter. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
SetGlobalAnisotropicFilteringLimits | Sets Anisotropic limits. |
SetStreamingTextureMaterialDebugProperties | Uploads additional debug information to materials using textures set to stream mip maps. |
bool | Does 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. |