Version: 2023.1
言語: 日本語

Texture3D

class in UnityEngine

/

継承:Texture

マニュアルに切り替える

説明

3D テクスチャをハンドリングするクラス、3D テクスチャアセット の作成に使用します。

3D テクスチャは一般的にシェーダーからルックアップテーブルとして使われるか、ボリューメトリックデータとして表されます。

Typically you'd create a 3D texture, fill it up with data (SetPixels or SetPixels32) and call Apply to upload the data to the GPU.

Note that this class does not support Texture3D creation with a Crunch compression TextureFormat.

変数

depthテクスチャのデプス(読み取り専用)
formatテクスチャのピクセルデータをフォーマットする

コンストラクタ

Texture3D新規に空の 3D テクスチャを作成します

Public 関数

ApplyCopies changes you've made in a CPU texture to the GPU.
GetPixelGets the pixel color at coordinates (x, y, z).
GetPixelBilinearGets the filtered pixel color at the normalized coordinates (u, v, w).
GetPixelDataGets the raw data from a texture.
GetPixelsGets the pixel color data for a mipmap level as Color structs.
GetPixels32Gets the pixel color data for a mipmap level as Color32 structs.
SetPixelSets the pixel color at coordinates (x, y, z).
SetPixelDataSets the raw data of an entire mipmap level directly in CPU memory.
SetPixelsSets the pixel colors of an entire mipmap level.
SetPixels32Sets the pixel colors of an entire mipmap level.
UpdateExternalTexture異なるネイティブのテクスチャオブジェクトを使うために Unity のテクスチャを更新します。

Static 関数

CreateExternalTexture外部で作成されたネイティブのテクスチャオブジェクトから Unity テクスチャを作成します。

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 Texture.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. This value 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. This value 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.
graphicsTexture GraphicsTexture that represents the texture resource uploaded to the graphics device (Read Only).
heightHeight of the Texture in pixels (Read Only).
imageContentsHashThe hash value of the Texture.
isDataSRGBReturns true if the texture pixel data is in sRGB color space (Read Only).
isReadableWhether Unity stores an additional copy of this texture's pixel data in CPU-addressable memory.
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

GetInstanceIDGets the instance ID of the object.
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.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves 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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