Legacy Documentation: Version 5.6 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

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

CubemapArray

class in UnityEngine

/

Inherits from:Texture

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

Submission failed

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

Close

Cancel

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.

Variables

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

Constructors

CubemapArrayCreate a new cubemap array.

Public Functions

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

Variables

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.
heightHeight of the texture in pixels. (Read Only)
mipMapBiasMip map bias of the texture.
widthWidth of the texture in pixels. (Read Only)
wrapModeWrap mode (Repeat or Clamp) of the texture.

Public Functions

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

Static Functions

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically 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.

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.