nativeTex | 原生 2D 纹理对象。 |
width | 纹理宽度(以像素为单位)。 |
height | 纹理高度(以像素为单位)。 |
format | 底层纹理对象的格式。 |
mipmap | 该纹理是否有多级渐进纹理? |
linear | 纹理是否使用线性颜色空间? |
基于外部创建的原生纹理对象创建一个 Unity 纹理。
此函数最适用于原生代码插件,这些插件在 Unity 外部创建平台特定的纹理
对象,并且需要在 Unity 场景中使用这些纹理。也可以在 Unity 中创建纹理,
然后获取指向底层平台表示的指针;请参阅 Texture.GetNativeTexturePtr。
传递到 CreateExternalTexture 的参数应与该纹理的实际值匹配;底层纹理应为 2D(立方体贴图或 3D 纹理将不起作用)。
Direct3D 类设备上的原生纹理对象是一个指向基本类型的指针,可通过该指针创建纹理:
• D3D11: ID3D11ShaderResourceView*
或 ID3D11Texture2D*
• D3D12: ID3D12Texture2D*
在 OpenGL/OpenGL ES 中为 GLuint
。
在 Metal 中为 id<MTLTexture>
。
另请参阅:UpdateExternalTexture、Texture.GetNativeTexturePtr。
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