class in UnityEngine.Rendering.VirtualTexturing
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다음으로부터 상속:Rendering.VirtualTexturing.Procedural.TextureStackBase_1
Procedural virtual texturing stack where request data resides in GPU memory.
See Also: TextureStackBase.
Procedural.GPUTextureStack | Create a new GPUTextureStack object. |
AllMips | Specify all mipmaps starting from the 'mipMap' argument, for use with the Invalidate and MakeResident functions. |
borderSize | Size of the border around each tile. |
BindGlobally | Try to bind the texture stack globally for all shaders. |
BindToMaterial | Try to bind this texture stack to a Material so it can be used for sampling the VT. |
BindToMaterialPropertyBlock | Try to bind this texture stack to a MaterialPropertyBlock so it can be used for sampling the VT. |
Dispose | Disposes this object. |
EvictRegion | Evict the data in the specified rectangle causing it to be procedurally re-generated. The data will become unavailable immediately causing lower resolution fallback textures to be used in the mean time. Use this method to immediately free up memory for other VT tiles when data will not be needed in the near future. |
InvalidateRegion | Invalidate the data in the specified rectangle causing it to be procedurally re-generated. Any existing data will continue to be used while the new data is being re-generated. Use this method to cause re-generation of data in interactive applications like painting. |
IsValid | Check if a texture stack is valid. |
PopRequests | Get the active requests for this stack that were not previously popped from the internal request queue. |
RequestRegion | Make a rectangle in UV space resident for a given stack. |