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class in UnityEngine
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Class for handling Cubemap arrays.
Modern graphics APIs (e.g. D3D10.1 and later, OpenGL 4.0 and later, Metal on macOS, PS4) support "cubemap arrays",
which are arrays of same size & format cubemaps. From the shader side, they are treated as a single resource, and sampling
them needs an extra coordinate that indicates which array element to sample from.
Typically cubemap arrays are useful for implementing efficient reflection probe, lighting and shadowing systems (all reflection/cookie/shadow cubemaps in a single array).
Cubemap arrays do not have an import pipeline for them, and must be created from code, either at runtime or in editor scripts. Using Graphics.CopyTexture is useful for fast copying of pixel data from regular Cubemap textures into elements of a cubemap array. From editor scripts, a common way of creating serialized cubemap array is to create it, fill with data (either via Graphics.CopyTexture from regular cubemaps, or via SetPixels or SetPixels32) and save it as an asset via AssetDatabase.CreateAsset.
Note that not all platforms and GPUs support cubemap arrays; for example none of the mobile APIs/GPUs currently support them. Use SystemInfo.supportsCubemapArrayTextures to check.
|cubemapCount||Number of cubemaps in the array (Read Only).|
|format||Texture format (Read Only).|
|CubemapArray||Create a new cubemap array.|
|Apply||Actually apply all previous SetPixels changes.|
|GetPixels||Returns pixel colors of a single array slice/face.|
|GetPixels32||Returns pixel colors of a single array slice/face.|
|SetPixels||Set pixel colors for a single array slice/face.|
|SetPixels32||Set pixel colors for a single array slice/face.|
|hideFlags||Should the object be hidden, saved with the scene or modifiable by the user?|
|name||The name of the object.|
|anisoLevel||Anisotropic filtering level of the texture.|
|dimension||Dimensionality (type) of the texture (Read Only).|
|filterMode||Filtering mode of the texture.|
|height||Height of the texture in pixels. (Read Only)|
|imageContentsHash||The hash value of the Texture.|
|mipMapBias||Mip map bias of the texture.|
|updateCount||This counter is incremented when the texture is updated.|
|width||Width of the texture in pixels. (Read Only)|
|wrapMode||Texture coordinate wrapping mode.|
|wrapModeU||Texture U coordinate wrapping mode.|
|wrapModeV||Texture V coordinate wrapping mode.|
|wrapModeW||Texture W coordinate wrapping mode for Texture3D.|
|GetInstanceID||Returns the instance id of the object.|
|ToString||Returns the name of the GameObject.|
|GetNativeTexturePtr||Retrieve a native (underlying graphics API) pointer to the texture resource.|
|IncrementUpdateCount||Increment the update counter.|
|Destroy||Removes a gameobject, component or asset.|
|DestroyImmediate||Destroys the object obj immediately. You are strongly recommended to use Destroy instead.|
|DontDestroyOnLoad||Makes the object target not be destroyed automatically when loading a new scene.|
|FindObjectOfType||Returns the first active loaded object of Type type.|
|FindObjectsOfType||Returns a list of all active loaded objects of Type type.|
|Instantiate||Clones the object original and returns the clone.|
|SetGlobalAnisotropicFilteringLimits||Sets Anisotropic limits.|
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