Version: 2018.2
public Texture2D (int width, int height);

説明

新規の空のテクスチャを作成します

The texture will be width by height size, with an RGBA32 TextureFormat, with mipmaps and in sRGB color space.

Usually you will want to set the colors of the texture after creating it, using SetPixel, SetPixels and Apply functions.

// 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); Renderer renderer = GetComponent<Renderer>(); renderer.material.mainTexture = texture; } }

関連項目: SetPixelSetPixelsApply 関数


public Texture2D (int width, int height, TextureFormat textureFormat, bool mipChain);

説明

新規の空のテクスチャを作成します

The texture will be width by height size, with a given format, with or without mipmaps.

Usually you will want to set the colors of the texture after creating it, using SetPixel, SetPixels and Apply functions.

関連項目: SetPixelSetPixelsApply 関数


public Texture2D (int width, int height, TextureFormat textureFormat= TextureFormat.RGBA32, bool mipChain= true, bool linear= false);

説明

新規の空のテクスチャを作成します

The texture will be width by height size, with a given format, with mipmaps or without and in either the linear or sRGB color space.

Usually you will want to set the colors of the texture after creating it, using SetPixel, SetPixels and Apply functions.

関連項目: SetPixelSetPixelsApply 関数

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