Cubemap Constructor

Declaration

public Cubemap(int width, TextureFormat textureFormat, bool mipChain);

Declaration

public Cubemap(int width, TextureFormat textureFormat, bool mipChain, bool createUninitialized = false);

Declaration

public Cubemap(int width, TextureFormat format, int mipCount);

Declaration

public Cubemap(int width, TextureFormat format, int mipCount, bool createUninitialized = false);

Parameters

format Pixel data format to be used for the Cubemap.
width Width/height of a cube face in pixels.
textureFormat Pixel data format to be used for the Cubemap.
mipChain Should mipmaps be created?
createUninitialized Use this flag to create the texture with uninitialized data. When overriding all texels anyway, this can lead to improved performance and reduced memory usage.
mipCount Number of mipmaps to be created. Use TextureCreationFlags.MipChain to generate a full mipchain.

Description

Create a new empty cubemap texture.

The texture will be size on each side and can be created with or without mipmaps.

Enable createUninitialized to make the texture reference uninitialized data (both on the CPU and GPU). When overriding all texels, this can lead to improved performance and reduced memory usage during construction. Note that sampling an uninitialized texture gives unpredictable values.

Usually you will want to set the colors of the texture after creating it, using SetPixel and Apply functions.

Note that this class does not support Cubemap creation from a script with a Crunch compression TextureFormat.

using UnityEngine;

public class Example : MonoBehaviour { public Cubemap texture;

void Start() { // Create a new Cubemap texture. texture = new Cubemap(128, TextureFormat.RGBA32, false); } }

Additional resources: SetPixel, Apply functions.


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