Create a new empty texture.
The texture will be width
by height
size, with an RGBA32 TextureFormat, with mipmaps and in sRGB color space.
Usually you will want to set the colors of the texture after creating it, using
SetPixel, SetPixels and Apply functions.
#pragma strict // Create a new texture and assign it to the renderer's material function Start() { var texture: Texture2D = new Texture2D(128, 128); var renderer: Renderer = GetComponent.<Renderer>(); renderer.material.mainTexture = texture; }
// Create a new texture and assign it to the renderer's material using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { Texture2D texture = new Texture2D(128, 128); Renderer renderer = GetComponent<Renderer>(); renderer.material.mainTexture = texture; } }
Create a new empty texture.
The texture will be width
by height
size, with a given format
, with or without mipmaps.
Usually you will want to set the colors of the texture after creating it, using
SetPixel, SetPixels and Apply functions.
See Also: SetPixel, SetPixels, Apply functions.
Create a new empty texture.
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