Version: 2017.3
public void Apply (bool updateMipmaps= true, bool makeNoLongerReadable= false);

Parámetros

updateMipmaps Cuando se define a true, los niveles mipmap son re-calculados.
makeNoLongerReadable Cuando está definido a true, una copia de la memoria del sistema de la textura es liberada.

Descripción

Realmente aplica todos los cambios SetPixel y SetPixels previos.

If updateMipmaps is true, the mipmap levels are recalculated as well, using the base level as a source. Usually you want to use true in all cases except when you've modified the mip levels yourself using SetPixels. By default updateMipmaps is set to true.

If makeNoLongerReadable is true, texture will be marked as no longer readable and memory will be freed after uploading to GPU. By default makeNoLongerReadable is set to false.

Apply is a potentially expensive operation, so you'll want to change as many pixels as possible between Apply calls.

Alternatively, if you don't need to access the pixels on the CPU, you could use Graphics.CopyTexture for fast GPU-side texture data copies. Note that calling Apply may undo the results of previous calls to Graphics.CopyTexture.

The texture has to have Is Readable flag set in the import settings.

// Create a new texture and assign it to the renderer's material
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Start() { Texture2D texture = new Texture2D(128, 128); GetComponent<Renderer>().material.mainTexture = texture;

for (int y = 0; y < texture.height; y++) { for (int x = 0; x < texture.width; x++) { Color color = ((x &amp; y) != 0 ? Color.white : Color.gray); texture.SetPixel(x, y, color); } } texture.Apply(); } }

See Also: SetPixel, SetPixels functions, Graphics.CopyTexture.

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