Version: 2021.1
言語: 日本語

Texture2DConstructor

マニュアルに切り替える
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

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961