textureName | 地形纹理的名称。 |
region | 要标记为“脏”的矩形区域。 |
allowDelayedCPUSync | 指定是否允许纹理的延迟 CPU 同步。 |
将地形纹理的指定部分标记为“脏”。
仅在手动更改地形纹理的 GPU 部分(例如使用 Graphics.CopyTexture)之后,才使用此函数。如果希望 Unity 执行 CPU 部分的直接同步,请将 allowDelayedCPUSync
参数设置为 /true/。如果将它设置为 /false/,则 Unity 会对“脏”区域的读回进行排队,直到下次调用 SyncTexture。
如果当前活动 RenderTexture 包含更改,并且要将其一部分复制到地形纹理中,请改用 CopyActiveRenderTextureToTexture。
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