Texture3D API를 사용하여 스크립트를 통해 3D 텍스처를 생성합니다.
예시:
// Set the texture parameters
int size = 32;
TextureFormat format = TextureFormat.RGBA32;
bool mipChain = false;
// Create a 3D texture with a width, height and depth of 32 pixels
Texture3D texture = new Texture3D(size, size, size, format, mipChain);
다음 예시는 Texture3D 클래스의 인스턴스를 생성하여 컬러 데이터로 채운 후 프로젝트에 직렬화된 에셋 파일로 저장합니다.
using UnityEditor;
using UnityEngine;
public class ExampleEditorScript : MonoBehaviour
{
[MenuItem("CreateExamples/3DTexture")]
static void CreateTexture3D()
{
// Set the texture parameters
int size = 32;
TextureFormat format = TextureFormat.RGBA32;
TextureWrapMode wrapMode = TextureWrapMode.Clamp;
// Create the texture and apply the parameters
Texture3D texture = new Texture3D(size, size, size, format, false);
texture.wrapMode = wrapMode;
// Create a 3-dimensional array to store color data
Color[] colors = new Color[size * size * size];
// Populate the array so that the x, y, and z values of the texture map to red, blue, and green colors
float inverseResolution = 1.0f / (size - 1.0f);
for (int z = 0; z < size; z++)
{
int zOffset = z * size * size;
for (int y = 0; y < size; y++)
{
int yOffset = y * size;
for (int x = 0; x < size; x++)
{
colors[x + yOffset + zOffset] = new Color(x * inverseResolution,
y * inverseResolution, z * inverseResolution, 1.0f);
}
}
}
// Copy the color values to the texture
texture.SetPixels(colors);
// Apply the changes to the texture and upload the updated texture to the GPU
texture.Apply();
// Save the texture to your Unity Project
AssetDatabase.CreateAsset(texture, "Assets/Example3DTexture.asset");
}
}