Version: 2022.3
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Texture3D.CreateExternalTexture

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Declaration

public static Texture3D CreateExternalTexture(int width, int height, int depth, TextureFormat format, bool mipChain, IntPtr nativeTex);

Parameters

nativeTex Native 3D texture object.
width Width of texture in pixels.
height Height of texture in pixels.
depth Depth of texture in pixels
format Format of underlying texture object.
mipmap Does the texture have mipmaps?

Description

Creates Unity Texture out of externally created native texture object.

This function is mostly useful for native code plugins that create platform specific texture objects outside of Unity, and need to use these textures in Unity Scenes. It is also possible to create a texture in Unity and get a pointer to the underlying platform representation; see Texture.GetNativeTexturePtr.

Parameters passed to CreateExternalTexture should match what the texture actually is; and the underlying texture should be 3D.

Native texture object on Direct3D-like devices is a pointer to the base type, from which a texture can be created:

D3D11: ID3D11ShaderResourceView* or ID3D11Texture3D*
D3D12: ID3D12Texture3D*

On OpenGL/OpenGL ES it is GLuint.

On Metal it is id<MTLTexture>.

For Vulkan, the nativeTex parameter is a VkImage*.

Additional resources: UpdateExternalTexture, Texture.GetNativeTexturePtr.