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. |