Version: 2019.2
LanguageEnglish
  • C#

CubemapArray

class in UnityEngine

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Inherits from:Texture

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Implemented in:UnityEngine.CoreModule

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Description

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.

Properties

cubemapCountNumber of cubemaps in the array (Read Only).
formatTexture format (Read Only).

Constructors

CubemapArrayCreate a new cubemap array.

Public Methods

ApplyActually apply all previous SetPixels changes.
GetPixelsReturns pixel colors of a single array slice/face.
GetPixels32Returns pixel colors of a single array slice/face.
SetPixelsSet pixel colors for a single array slice/face.
SetPixels32Set pixel colors for a single array slice/face.

Inherited Members

Static Properties

allowThreadedTextureCreationAllow texture creation to occur on any thread (rather than the dedicated render thread).
currentTextureMemoryThe amount of memory currently being used by textures.
desiredTextureMemoryThis amount of texture memory would be used before the texture streaming budget is applied.
GenerateAllMipsCan be used with texture constructors that take a mip count to indicate that all mips should be generated. The value of this field is -1.
nonStreamingTextureCountNumber of non-streaming textures.
nonStreamingTextureMemoryTotal amount of memory being used by non-streaming textures.
streamingMipmapUploadCountHow many times has a texture been uploaded due to texture mipmap streaming.
streamingRendererCountNumber of renderers registered with the texture streaming system.
streamingTextureCountNumber of streaming textures.
streamingTextureDiscardUnusedMipsForce the streaming texture system to discard all unused mipmaps immediately, rather than caching them until the texture memory budget is exceeded.
streamingTextureForceLoadAllForce streaming textures to load all mipmap levels.
streamingTextureLoadingCountNumber of streaming textures with mipmaps currently loading.
streamingTexturePendingLoadCountNumber of streaming textures with outstanding mipmaps to be loaded.
targetTextureMemoryThe amount of memory used by textures after the mipmap streaming and budget are applied and loading is complete.
totalTextureMemoryThe total amount of memory that would be used by all textures at mipmap level 0.

Properties

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.
anisoLevelAnisotropic filtering level of the texture.
dimensionDimensionality (type) of the texture (Read Only).
filterModeFiltering mode of the texture.
graphicsFormatReturns the GraphicsFormat format or color format of a texture object.
heightHeight of the texture in pixels. (Read Only)
imageContentsHashThe hash value of the Texture.
isReadableReturns true if the Read/Write Enabled checkbox was checked when the texture was imported; otherwise returns false. For a dynamic Texture created from script, always returns true. For additional information, see TextureImporter.isReadable.
mipMapBiasMip map bias of the texture.
mipmapCountHow many mipmap levels are in this texture (Read Only).
updateCountThis counter is incremented when the texture is updated.
widthWidth of the texture in pixels. (Read Only)
wrapModeTexture coordinate wrapping mode.
wrapModeUTexture U coordinate wrapping mode.
wrapModeVTexture V coordinate wrapping mode.
wrapModeWTexture W coordinate wrapping mode for Texture3D.

Public Methods

GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the object.
GetNativeTexturePtrRetrieve a native (underlying graphics API) pointer to the texture resource.
IncrementUpdateCountIncrement the update counter.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.
SetGlobalAnisotropicFilteringLimitsSets Anisotropic limits.
SetStreamingTextureMaterialDebugPropertiesUploads additional debug information to materials using textures set to stream mip maps.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.