Version: 2020.3
言語: 日本語

Texture2DArray

class in UnityEngine

/

継承:Texture

マニュアルに切り替える

説明

2D テクスチャ配列を扱うクラス

Modern graphics APIs (e.g. D3D10 and later, OpenGL ES 3.0 and later, Metal etc.) support "texture arrays", which is an array of same size & format textures. From the shader side, they are treated as a single resource, and sampling them needs an extra coordinate that indicates which array element to sample from.

一般的に、テクスチャ配列はテクスチャアトラスの代替えとして使われます。また、他の場合では、オブジェクトが 1 組の同サイズのテクスチャ (例えば、テレインなど) を使用するときなどに便利です。

Currently in Unity texture arrays do not have an import pipeline for them, and must be created from code, either at runtime or in editor scripts. Using Graphics.CopyTexture is useful for fast copying of pixel data from regular 2D textures into elements of a texture array. From editor scripts, a common way of creating serialized texture array is to create it, fill with data (either via Graphics.CopyTexture from regular 2D textures, or via SetPixels or SetPixels32) and save it as an asset via AssetDatabase.CreateAsset.

Note that not all platforms and GPUs support texture arrays; for example Direct3D9 and OpenGL ES 2.0 do not. Use SystemInfo.supports2DArrayTextures to check. Also, this class does not support Texture2DArray creation with a Crunch compression TextureFormat.

Static 変数

allSlicesRead Only. This property is used as a parameter in some overloads of the CommandBuffer.Blit, Graphics.Blit, CommandBuffer.SetRenderTarget, and Graphics.SetRenderTarget methods to indicate that all texture array slices are bound. The value of this property is -1.

変数

depthテクスチャ配列の要素の数 (読み込み専用)
formatテクスチャ形式 (読み込み専用)
isReadableReturns true if this texture array is Read/Write Enabled; otherwise returns false. For dynamic textures created from script, always returns true.

コンストラクタ

Texture2DArray新しいテクスチャ配列を作成

Public 関数

Apply SetPixels で変更された設定をすべて適用します
GetPixelDataGets raw data from a Texture for reading or writing.
GetPixels1 つの配列スライスのピクセルの色を返します。
GetPixels321 つの配列スライスのピクセルの色を返します。
SetPixelDataSet pixel values from raw preformatted data.
SetPixels全体のミップレベルのピクセルの色を設定します。
SetPixels32全体のミップレベルのピクセルの色を設定します。

継承メンバー

Static 変数

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.

変数

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameオブジェクト名
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)
imageContentsHashThe hash value of the Texture.
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)
wrapModeTexture coordinate wrapping mode.
wrapModeUTexture U coordinate wrapping mode.
wrapModeVTexture V coordinate wrapping mode.
wrapModeWTexture W coordinate wrapping mode for Texture3D.

Public 関数

GetInstanceIDオブジェクトのインスタンス ID を返します
ToStringReturns the name of the object.
GetNativeTexturePtrRetrieve a native (underlying graphics API) pointer to the Texture resource.
IncrementUpdateCountIncrement the update counter.

Static 関数

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeタイプ type から最初に見つけたアクティブのオブジェクトを返します
FindObjectsOfTypeGets a list of all loaded objects of Type type.
Instantiateoriginal のオブジェクトをクローンします
SetGlobalAnisotropicFilteringLimits異方性のリミットを設定します
SetStreamingTextureMaterialDebugPropertiesThis function sets mipmap streaming debug properties on any materials that use this Texture through the mipmap streaming system.

Operator

boolオブジェクトが存在するかどうか
operator !=二つのオブジェクトが異なるオブジェクトを参照しているか比較します
operator ==2つのオブジェクト参照が同じオブジェクトを参照しているか比較します。
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