Version: 2021.2

Texture3D

class in UnityEngine

/

继承自:Texture

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描述

处理 3D 纹理的类,使用此类可创建 3D texture assets

3D 纹理通常用作着色器的查找表,或用于表示体积数据。

通常您会创建一个 3D 纹理,将其填满数据(SetPixelsSetPixels32),然后调用 Apply,以便将这些数据上传到 GPU。

Note that this class does not support Texture3D creation with a Crunch compression TextureFormat.

变量

depth纹理深度(只读)。
format纹理中像素数据的格式(只读)。
isReadable如果此 3D 纹理设置为 Read/Write Enabled,则返回 true;否则返回 false。对于通过脚本创建的动态纹理,始终返回 true。

构造函数

Texture3D创建一个新的空 3D 纹理。

公共函数

Apply实际应用先前的全部 SetPixels 更改。
GetPixel返回像素颜色,它表示一个在坐标 (x,y,z) 处的 Mip 级别 3D 纹理。
GetPixelBilinear返回已过滤的像素颜色,它表示一个在标准化坐标 (u,v,w) 处的 Mip 级别 3D 纹理。
GetPixelDataGets raw data from a Texture for reading or writing.
GetPixelsRetrieves a copy of the the pixel color data for a given mip level. The colors are represented by Color structs.
GetPixels32Retrieves a copy of the pixel color data at a given mip level. The colors are represented by lower-precision Color32 structs.
SetPixel设置像素颜色,它表示一个在坐标 (x,y,z) 处的 Mip 级别 3D 纹理。
SetPixelData用原始预格式化数据设置像素值。
SetPixels设置 3D 纹理的像素颜色。
SetPixels32设置 3D 纹理的像素颜色。
UpdateExternalTexture更新 Unity 纹理以使用不同的原生纹理对象。

静态函数

CreateExternalTexture基于外部创建的原生纹理对象创建一个 Unity 纹理。

继承的成员

静态变量

allowThreadedTextureCreationAllow Unity internals to perform Texture creation on any thread (rather than the dedicated render thread).
currentTextureMemoryThe amount of memory that all Textures in the scene use.
desiredTextureMemoryThe total size of the Textures, in bytes, that Unity loads if there were no other constraints. Before Unity loads any Textures, it applies the memory budget which reduces the loaded Texture resolution if the Texture sizes exceed its value. The `desiredTextureMemory` value takes into account the mipmap levels that Unity has requested or that you have set manually.For example, if Unity does not load a Texture at full resolution because it is far away or its requested mipmap level is greater than 0, Unity reduces the `desiredTextureMemory` value to match the total memory needed.The `desiredTextureMemory` value can be greater than the `targetTextureMemory` value.
GenerateAllMipsCan 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.
nonStreamingTextureCountThe number of non-streaming Textures in the scene. This includes instances of Texture2D and CubeMap Textures. This does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally.
nonStreamingTextureMemoryThe amount of memory Unity allocates for non-streaming Textures in the scene. This only includes instances of Texture2D and CubeMap Textures. This does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally.
streamingMipmapUploadCountHow many times has a Texture been uploaded due to Texture mipmap streaming.
streamingRendererCountNumber of renderers registered with the Texture streaming system.
streamingTextureCountNumber of streaming Textures.
streamingTextureDiscardUnusedMipsThis property forces the streaming Texture system to discard all unused mipmaps instead of caching them until the Texture memory budget is exceeded. This is useful when you profile or write tests to keep a predictable set of Textures in memory.
streamingTextureForceLoadAllForce streaming Textures to load all mipmap levels.
streamingTextureLoadingCountNumber of streaming Textures with mipmaps currently loading.
streamingTexturePendingLoadCountNumber of streaming Textures with outstanding mipmaps to be loaded.
targetTextureMemoryThe total amount of Texture memory that Unity allocates to the Textures in the scene after it applies the memory budget and finishes loading Textures. `targetTextureMemory`also takes mipmap streaming settings into account. This value only includes instances of Texture2D and CubeMap Textures. It does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally.
totalTextureMemoryThe total amount of Texture memory that Unity would use if it loads all Textures at mipmap level 0.This is a theoretical value that does not take into account any input from the streaming system or any other input, for example when you set the`Texture2D.requestedMipmapLevel` manually.To see a Texture memory value that takes inputs into account, use `desiredTextureMemory`.`totalTextureMemory` only includes instances of Texture2D and CubeMap Textures. It does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally.

变量

hideFlags该对象应该隐藏、随场景一起保存还是由用户修改?
name对象的名称。
anisoLevelDefines the anisotropic filtering level of the Texture.
dimensionDimensionality (type) of the Texture (Read Only).
filterModeFiltering mode of the Texture.
graphicsFormatReturns the GraphicsFormat format or color format of a Texture object.
heightHeight of the Texture in pixels. (Read Only)
imageContentsHash纹理的哈希值。
isReadableReturns 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.
mipMapBiasThe mipmap bias of the Texture.
mipmapCountHow many mipmap levels are in this Texture (Read Only).
updateCountThis counter is incremented when the Texture is updated.
widthWidth of the Texture in pixels. (Read Only)
wrapMode纹理坐标换行模式。
wrapModeU纹理 U 坐标换行模式。
wrapModeV纹理 V 坐标换行模式。
wrapModeW Texture3D 的纹理 W 坐标换行模式。

公共函数

GetInstanceIDGets the instance ID of the object.
ToString返回对象的名称。
GetNativeTexturePtrRetrieve a native (underlying graphics API) pointer to the Texture resource.
IncrementUpdateCount递增更新计数器。

静态函数

Destroy移除 GameObject、组件或资源。
DestroyImmediate立即销毁对象 /obj/。强烈建议您改用 Destroy。
DontDestroyOnLoad在加载新的 Scene 时,请勿销毁 Object。
FindObjectOfType返回第一个类型为 type 的已加载的激活对象。
FindObjectsOfTypeGets a list of all loaded objects of Type type.
Instantiate克隆 original 对象并返回克隆对象。
SetGlobalAnisotropicFilteringLimits设置各向异性限制。
SetStreamingTextureMaterialDebugPropertiesThis function sets mipmap streaming debug properties on any materials that use this Texture through the mipmap streaming system.

运算符

bool该对象是否存在?
operator !=比较两个对象是否引用不同的对象。
operator ==比较两个对象引用,判断它们是否引用同一个对象。
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