Class for handling 3D Textures, Use this to create 3D texture assets.
3D textures are commonly used as lookup tables by shaders.
depth |
The depth of the texture. |
format |
The format of the pixel data in the texture (Read Only). |
Texture3D |
Create a new empty 3D Texture. |
GetPixels |
This function returns an array of pixel colors representing one mip level of the 3D texture. |
SetPixels |
Sets pixel colors of a 3D texture. |
Apply |
Actually apply all previous SetPixels changes. |
width |
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height |
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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? |
GetNativeTexturePtr |
Retrieve native ('hardware') pointer to a texture. |
GetNativeTextureID |
Retrieve native ('hardware') handle to a texture. |
GetInstanceID |
Returns the instance id of the object. |
ToString |
Returns the name of the game object. |
SetGlobalAnisotropicFilteringLimits |
Sets Anisotropic limits. |
operator bool |
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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. |