Legacy Documentation: Version 5.0
Language: English
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

EditorGUI.DrawPreviewTexture

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public static function DrawPreviewTexture(position: Rect, image: Texture, mat: Material = null, scaleMode: ScaleMode = ScaleMode.StretchToFill, imageAspect: float = 0): void;
public static void DrawPreviewTexture(Rect position, Texture image, Material mat = null, ScaleMode scaleMode = ScaleMode.StretchToFill, float imageAspect = 0);

Parameters

positionRectangle on the screen to draw the texture within.
image Texture to display.
matMaterial to be used when drawing the texture.
scaleModeHow to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.
imageAspectAspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used.

Description

Draws the texture within a rectangle.

If mat is null (the default), an appropriate material will be chosen for a RGBM or doubleLDR lightmap or a normal map and the fallback blit material will be chosen otherwise.


Preview Texture in an Editor Window.

	// Load a texture, display the texture, display its alpha channel and
	// show a preview of the inverted texture
	
	class EditorGUITextures extends EditorWindow {
	
		var texture : Texture2D;
		var invertedTexture : Texture2D;
		var showInverted = false;
		
		@MenuItem("Examples/Texture Previewer")
		static function Init() {
			var window = GetWindow(EditorGUITextures);
			window.position = Rect(0,0,400, 200);
			window.Show();
		}
		
		function OnGUI() {
			texture = EditorGUI.ObjectField(Rect(3,3,200,20),
					"Add a Texture:",
					texture,
					Texture);
			if(GUI.Button(Rect(208,3, position.width - 210, 20),"Process Inverted")) {
				if(invertedTexture)
					DestroyImmediate(invertedTexture);
				//Copy the new texture
				invertedTexture = new Texture2D(texture.width, 
						texture.height, 
						texture.format, 
						(texture.mipmapCount != 0));
				for (var m : int  = 0; m < texture.mipmapCount; m++) 
					invertedTexture.SetPixels(texture.GetPixels(m), m);
				InvertColors();
				showInverted = true;
			}
			if(texture) {
				EditorGUI.PrefixLabel(Rect(25,45,100,15),0,GUIContent("Preview:"));
				EditorGUI.DrawPreviewTexture(Rect(25,60,100,100),texture);
				EditorGUI.PrefixLabel(Rect(150,45,100,15),0,GUIContent("Alpha:"));
				EditorGUI.DrawTextureAlpha(Rect(150,60,100,100),texture);
				EditorGUI.PrefixLabel(Rect(275,45,100,15),0,GUIContent("Inverted:"));
				if(showInverted)
					EditorGUI.DrawPreviewTexture(Rect(275,60,100,100),invertedTexture);
				if(GUI.Button(Rect(3,position.height - 25, position.width-6,20),"Clear texture")) {
					texture = EditorGUIUtility.whiteTexture;
					showInverted = false;
				}
			} else {
				EditorGUI.PrefixLabel(
					Rect(3,position.height - 25,position.width - 6, 20),
					0,
					GUIContent("No texture found"));
			}
		}
		
		function InvertColors() { 
			for (var m : int  = 0; m < invertedTexture.mipmapCount; m++) {
				var c : Color[] = invertedTexture.GetPixels(m);
				for (var i : int = 0 ;i < c.Length; i++) {
					c[i].r = 1 - c[i].r;
					c[i].g = 1 - c[i].g;
					c[i].b = 1 - c[i].b;
				}
				invertedTexture.SetPixels(c, m); 
			}
			invertedTexture.Apply();
		}
		function OnInspectorUpdate() {
			Repaint();
		}
	}