Version: 2021.3
言語: 日本語
public static void DrawPreviewTexture (Rect position, Texture image, Material mat= null, ScaleMode scaleMode= ScaleMode.StretchToFill, float imageAspect= 0, float mipLevel= -1, Rendering.ColorWriteMask colorWriteMask= ColorWriteMask.All, float exposure= 0);

パラメーター

position テクスチャを描画するスクリーン上の Rect
image 表示する Texture
mat テクスチャを描画するときに使用するマテリアル
scaleMode 描画されるものでアスペクト比が合わないときに画像をどのようにスケーリングするか
imageAspect ソースのイメージに使用するアスペクト比。 0 (デフォルト)の場合はイメージの持つ縦横比が使用されます。
mipLevel The mip-level to sample. If negative, the texture is sampled normally. Sets material's _Mip property.
colorWriteMask Specifies which color components of image will get written. Sets material's _ColorMask property.
exposure Specifies the exposure for the texture. Sets material's _Exposure property.

説明

矩形内にテクスチャを描画します。

If mat is null (the default), an appropriate material will be chosen for a RGBM or doubleLDR lightmap or a normal map and the fallback blit material will be chosen otherwise.


Preview Texture in an Editor Window.

// Load a texture, display the texture, display its alpha channel and
// show a preview of the inverted texture
using UnityEditor;
using UnityEngine;

class EditorGUITextures : EditorWindow { Texture2D texture; Texture2D invertedTexture; bool showInverted = false;

[MenuItem("Examples/Texture Previewer")] static void Init() { var window = GetWindow<EditorGUITextures>("Texture Previewer"); window.position = new Rect(0, 0, 400, 200); window.Show(); }

void OnGUI() { texture = (Texture2D)EditorGUI.ObjectField(new Rect(3, 3, 200, 20), "Add a Texture:", texture, typeof(Texture2D)); if (GUI.Button(new Rect(208, 3, position.width - 210, 20), "Process Inverted")) { if (invertedTexture) DestroyImmediate(invertedTexture); //Copy the new texture invertedTexture = new Texture2D(texture.width, texture.height, texture.format, (texture.mipmapCount != 0)); for (int m = 0; m < texture.mipmapCount; m++) invertedTexture.SetPixels(texture.GetPixels(m), m); InvertColors(); showInverted = true; } if (texture) { EditorGUI.PrefixLabel(new Rect(25, 45, 100, 15), 0, new GUIContent("Preview:")); EditorGUI.DrawPreviewTexture(new Rect(25, 60, 100, 100), texture); EditorGUI.PrefixLabel(new Rect(150, 45, 100, 15), 0, new GUIContent("Alpha:")); EditorGUI.DrawTextureAlpha(new Rect(150, 60, 100, 100), texture); EditorGUI.PrefixLabel(new Rect(275, 45, 100, 15), 0, new GUIContent("Inverted:")); if (showInverted) EditorGUI.DrawPreviewTexture(new Rect(275, 60, 100, 100), invertedTexture); if (GUI.Button(new Rect(3, position.height - 25, position.width - 6, 20), "Clear texture")) { texture = EditorGUIUtility.whiteTexture; showInverted = false; } } else { EditorGUI.PrefixLabel( new Rect(3, position.height - 25, position.width - 6, 20), 0, new GUIContent("No texture found")); } }

void InvertColors() { for (int m = 0; m < invertedTexture.mipmapCount; m++) { Color[] c = invertedTexture.GetPixels(m); for (int i = 0; i < c.Length; i++) { c[i].r = 1 - c[i].r; c[i].g = 1 - c[i].g; c[i].b = 1 - c[i].b; } invertedTexture.SetPixels(c, m); } invertedTexture.Apply(); } }
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