Version: 2022.3
言語: 日本語

DefaultFormat

enumeration

マニュアルに切り替える

説明

Use a default format to create either Textures or RenderTextures from scripts based on platform specific capability.

using UnityEngine;
using UnityEngine.Experimental.Rendering;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Start() { // Create a new texture and assign it to the material of the renderer. Texture2D texture = new Texture2D(1, 1, DefaultFormat.LDR, TextureCreationFlags.None); GetComponent<Renderer>().material.mainTexture = texture; } }

Each graphics card may not support all usages across formats. Use SystemInfo.IsFormatSupported to check which usages the graphics card supports.

See Also: SystemInfo.GetGraphicsFormat, Texture2D, texture assets.

変数

LDRRepresents the default platform-specific LDR format. If the project uses the linear rendering mode, the actual format is sRGB. If the project uses the gamma rendering mode, the actual format is UNorm.
HDRRepresents the default platform specific HDR format.
DepthStencilRepresents the default platform-specific depth stencil format.
ShadowRepresents the default platform specific shadow format.
VideoRepresents the default platform specific video format.
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