ProceduralTexture Manual     Reference     Scripting  
Scripting > Editor Classes > ProceduralTexture
ProceduralTexture Inherits from Texture

Class for Procedural Texture handling.

Note: This is an editor class. To use it you have to place your script in Assets/Editor inside your project folder. Editor classes are in the UnityEditor namespace so for C# scripts you need to add "using UnityEditor;" at the beginning of the script.

Functions
GetProceduralOutputType

The output type of this Texture.

Inherited members
Inherited Variables
width

Width of the texture in pixels (Read Only)

height

Height of the texture in pixels (Read Only)

filterMode

Filtering mode of the texture.

anisoLevel

Anisotropic filtering level of the texture.

wrapMode

Wrap mode (Repeat or Clamp) of the texture.

mipMapBias

Mip map bias of the texture.

name

The name of the object.

hideFlags

Should the object be hidden, saved with the scene or modifiable by the user?

Inherited Functions
GetNativeTextureID

Retrieve native ('hardware') handle to a texture

GetInstanceID

Returns the instance id of the object.

ToString

Returns the name of the game object.

Inherited Class Functions
operator bool

Does the object exist?

Instantiate

Clones the object original and returns the clone.

Destroy

Removes a gameobject, component or asset.

DestroyImmediate

Destroys the object obj immediately. It is strongly recommended to use Destroy instead.

FindObjectsOfType

Returns a list of all active loaded objects of Type type.

FindObjectOfType

Returns the first active loaded object of Type type.

operator ==

Compares if two objects refer to the same

operator !=

Compares if two objects refer to a different object

DontDestroyOnLoad

Makes the object target not be destroyed automatically when loading a new scene.