To create a 2D texture array in a script, use the Texture2DArray
API.
For example:
// Set the 2D texture array parameters
int width = 32;
int height = 32;
int slices = 8;
TextureFormat format = TextureFormat.RGBA32;
bool mipChain = false;
// Create a 2D texture array with a width and height of 32 pixels, and 8 slices
Texture2DArray textureArray = new Texture2DArray(width, height, slices, format, mipChain);
The following example creates an instance of the 2D texture array class, sets each slice to a different color, then saves the 2D texture array to your project as a serialized asset file.
using UnityEditor;
using UnityEngine;
public class ExampleEditorScript : MonoBehaviour
{
[MenuItem("Examples/Create2DTextureArray")]
static void Create2DTextureArray()
{
// Set the texture parameters
int width = 32;
int height = 32;
int slices = 3;
TextureFormat format = TextureFormat.RGBA32;
bool mipChain = false;
// Create the texture array and apply the parameters
Texture2DArray textureArray = new Texture2DArray(width, height, slices, format, mipChain);
// Create a 2D array of colors, to store color data for each pixel in a slice
Color[] colors = new Color[width * height];
// Loop through each slice
for (int slice = 0; slice < slices; slice++)
{
// Generate a random color
Color randomColor = new Color(Random.value, Random.value, Random.value, 1f);
// Set all the pixels in the color array to the random color
for (int color = 0; color < colors.Length; color++)
{
colors[color] = randomColor;
}
// Set the pixels of the slice to the color array
textureArray.SetPixels(colors, slice);
}
// Apply the changes to the texture array by uploading the updated pixels to the GPU
textureArray.Apply();
// Save the texture array to your Unity project
AssetDatabase.CreateAsset(textureArray, "Assets/Example2DTextureArray.asset");
}
}