Version: 2021.3
LanguageEnglish
  • C#
Virtual Texturing is experimental and not ready for production use. The feature and documentation might be changed or removed in the future.

Streaming.RequestRegion

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public static void RequestRegion(Material mat, int stackNameId, Rect r, int mipMap, int numMips);

Parameters

mat The Material that contains the Virtual Texture Stack. The Virtual Texture Stacks contained in a Material are declared in the Material's Shader.
stackNameId The unique identifier for the name of the Virtual Texture Stack, as declared in the Shader. To find the identifier for a given Shader property name, use Shader.PropertyToID.
r The rectangle in 0-1 UV space to make resident. Anything outside the [ 0...1 [ x [ 0...1 [ rectangle will be silently ignored.
mipMap The mip level to make resident. Mips are numbered from 0 (= full resolution) to n (= lowest resolution) where n is the mipmap level what is a single tile in size. Requesting invalid mips is silently ignored.
numMips The number of mip levels starting from 'mipMap' to make resident. Requesting invalid mips is silently ignored.

Description

Make a rectangle in UV space resident for a given Virtual Texture Stack.

The system will do it’s best to make this rectangle resident at the requested resolution as fast as possible but due to time and memory constraints this data may take a while to become resident or even never become resident. This function should be called regularly (preferably every frame) to indicate the continued interest in this data. When this function is no longer called the requested area may be evicted from memory or only be available at a lower resolution. See Streaming.RequestRegion for an example using this function.

using System;
using UnityEngine;

/** * Request the 256x256 pixel mipmap level of a given Virtual Texture Stack. */ public class GetStackSizesample : MonoBehaviour { public Material targetMaterial; public string stackName;

void Update() { int stackPropertyId = Shader.PropertyToID(stackName);

// Get size in pixels of the stack. int width, height; UnityEngine.Rendering.VirtualTexturing.Streaming.GetTextureStackSize(targetMaterial, stackPropertyId, out width, out height);

// Calculate index of the 256x256 mip (or mip 0 if the texture is smaller than 256x256) int textureMip = (int)Math.Max(Mathf.Log(width, 2f), Mathf.Log(height, 2f)); const int baseMip = 8; int mipLevel = Math.Max(textureMip - baseMip, 0);

// Request this mip to be made resident UnityEngine.Rendering.VirtualTexturing.Streaming.RequestRegion(targetMaterial, stackPropertyId, new Rect(0.0f, 0.0f, 1.0f, 1.0f), mipLevel, UnityEngine.Rendering.VirtualTexturing.System.AllMips); } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961