Texture2D Constructor
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Declaration
public Texture2D(int width,
int height);
    
 
 
Description
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.
 
// 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;
    }
}
 
Declaration
public 
Texture2D(int 
width,
int 
height,
TextureFormat textureFormat,
bool 
mipChain);
    
 
 
 
Description
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.
 
Declaration
public 
Texture2D(int 
width,
int 
height,
TextureFormat textureFormat = TextureFormat.RGBA32,
bool 
mipChain = true,
bool 
linear = false);
    
 
 
 
Description
Create a new empty texture.
 
The texture will be width by height size, with a given format, with mipmaps
or without and in either the linear or sRGB color space.
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.