textures | Empaqueta múltiples texturas en una textura atlas. |
padding | Padding in pixels between the packed textures. |
maximumAtlasSize | Maximum size of the resulting texture. |
makeNoLongerReadable | Should the texture be marked as no longer readable? |
Rect[] An array of rectangles containing the UV coordinates in the atlas for each input texture, or null if packing fails.
Empaqueta múltiples texturas en una textura atlas.
This function will replace the current texture with the atlas made from the supplied textures.
The size, format and mipmaps of any of the textures can change after packing.
The resulting texture atlas will be as large as needed to fit all input textures but only up to maximumAtlasSize
in
each dimension. If the input textures can't all fit into a texture atlas of the desired size then they will be
scaled down to fit.
The atlas will have DXT1 format if all input textures are DXT1 compressed.
If all input textures are compressed in DXT1 or DXT5 formats
then the atlas will be in DXT5 format. If any input texture is not compressed then the atlas will
be in RGBA32 uncompressed format.
If none of the input textures have mipmaps then the atlas will also have no mipmaps.
If you use non-zero padding and the atlas is compressed and has mipmaps then the lower-level mipmaps might not be
exactly the same as in the original texture due to compression restrictions.
If makeNoLongerReadable
is true
then the texture will be marked as no longer readable
and memory will be freed after uploading to the GPU.
By default makeNoLongerReadable
is set to false
.
using UnityEngine;
public class Example : MonoBehaviour { // Source textures. Texture2D[] atlasTextures;
// Rectangles for individual atlas textures. Rect[] rects;
void Start() { // Pack the individual textures into the smallest possible space, // while leaving a two pixel gap between their edges. Texture2D atlas = new Texture2D(8192, 8192); rects = atlas.PackTextures(atlasTextures, 2, 8192); } }