screenRect | XY 平面定义的“屏幕”上纹理的大小和位置。 |
texture | 要显示的纹理。 |
mat | 将应用此纹理的可选材质。 |
leftBorder | 从该矩形的左边缘嵌入。 |
rightBorder | 从该矩形的右边缘嵌入。 |
topBorder | 从该矩形的顶边缘嵌入。 |
bottomBorder | 从该矩形的底边缘嵌入。 |
在该场景中绘制一个纹理。
所选纹理是在 XY 平面(即,Z 坐标为零的平面)定义的“屏幕”上的 3D 空间中
绘制的。纹理矩形的值是以场景单位
给出的。可选边框值以场景单位指定从该矩形内的每条边缘嵌入;
在嵌入的矩形内绘制该纹理,并且向外重复边缘像素。当围绕主纹理的大型
背景区域的边缘为单色时,这是创建此区域的一种非常有用的快速方式。
在结合直接指向该纹理的摄像机创建 GUI 背景时,
此函数会非常有用。
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Texture myTexture;
void OnDrawGizmosSelected() { // Draw a semitransparent blue cube at the transforms position Gizmos.DrawGUITexture(new Rect(10, 10, 20, 20), myTexture); } }
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