Version: 2021.1

Texture2DArray

class in UnityEngine

/

继承自:Texture

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描述

用于处理 2D 纹理数组的类。

新版图形 API(例如 D3D10 及更高版本、OpenGL ES 3.0 及更高版本,Metal 等)支持“纹理数组”,这是一种包含相同大小和格式的纹理的数组。 从着色器的角度看,它们被视为单个资源,对它们进行采样需要一个额外坐标来指示要采样的数组元素。

通常,纹理数组非常有用,可替代纹理图集,在其他情况下,对象使用一组相同大小纹理(例如地形)。

当前,在 Unity 中,纹理数组没有适用的导入管线,必须在运行时或在编辑器脚本中通过代码创建该管线。 使用 Graphics.CopyTexture 可将像素数据从常规 2D 纹理快速复制到纹理数组的元素中。通过 Editor 脚本 创建序列化纹理数组的常用方式是创建该数组,填充数据(通过 Graphics.CopyTexture 从常规 2D 纹理复制填充,或者通过 SetPixelsSetPixels32 填充),然后通过 AssetDatabase.CreateAsset 将其另存为资源。

Note that not all platforms and GPUs support texture arrays; for example Direct3D9 and OpenGL ES 2.0 do not. Use SystemInfo.supports2DArrayTextures to check. Also, this class does not support Texture2DArray creation with a Crunch compression TextureFormat.

静态变量

allSlices只读。此属性在 CommandBuffer.Blit、Graphics.Blit、CommandBuffer.SetRenderTarget 和 Graphics.SetRenderTarget 方法的某些重载中用作参数,指示所有纹理数组切片都已绑定。此属性的值为 -1。

变量

depth纹理数组元素的数量(只读)。
format纹理格式(只读)。
isReadable如果此纹理数组设置为 Read/Write Enabled,则返回 true;否则返回 false。对于通过脚本创建的动态纹理,始终返回 true。

构造函数

Texture2DArray创建一个新的纹理数组。

公共函数

Apply实际应用先前的全部 SetPixels 更改。
GetPixelDataGets raw data from a Texture for reading or writing.
GetPixels返回单个数组切片的像素颜色。
GetPixels32返回单个数组切片的像素颜色。
SetPixelData用原始预格式化数据设置像素值。
SetPixels为整个多级渐进纹理级别设置像素颜色。
SetPixels32为整个多级渐进纹理级别设置像素颜色。

继承的成员

静态变量

allowThreadedTextureCreationAllow Unity internals to perform Texture creation on any thread (rather than the dedicated render thread).
currentTextureMemoryThe amount of memory that all Textures in the scene use.
desiredTextureMemoryThe total size of the Textures, in bytes, that Unity loads if there were no other constraints. Before Unity loads any Textures, it applies the memory budget which reduces the loaded Texture resolution if the Texture sizes exceed its value. The `desiredTextureMemory` value takes into account the mipmap levels that Unity has requested or that you have set manually. For example, if Unity does not load a Texture at full resolution because it is far away or its requested mipmap level is greater than 0, Unity reduces the `desiredTextureMemory` value to match the total memory needed.The `desiredTextureMemory` value can be greater than the `targetTextureMemory` value.
GenerateAllMipsCan be used with Texture constructors that take a mip count to indicate that all mips should be generated. The value of this field is -1.
nonStreamingTextureCountThe number of non-streaming Textures in the scene. This includes instances of Texture2D and CubeMap Textures. This does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally.
nonStreamingTextureMemoryThe amount of memory Unity allocates for non-streaming Textures in the scene. This only includes instances of Texture2D and CubeMap Textures. This does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally.
streamingMipmapUploadCountHow many times has a Texture been uploaded due to Texture mipmap streaming.
streamingRendererCountNumber of renderers registered with the Texture streaming system.
streamingTextureCountNumber of streaming Textures.
streamingTextureDiscardUnusedMipsThis property forces the streaming Texture system to discard all unused mipmaps instead of caching them until the Texture memory budget is exceeded. This is useful when you profile or write tests to keep a predictable set of Textures in memory.
streamingTextureForceLoadAllForce streaming Textures to load all mipmap levels.
streamingTextureLoadingCountNumber of streaming Textures with mipmaps currently loading.
streamingTexturePendingLoadCountNumber of streaming Textures with outstanding mipmaps to be loaded.
targetTextureMemoryThe total amount of Texture memory that Unity allocates to the Textures in the scene after it applies the memory budget and finishes loading Textures. `targetTextureMemory`also takes mipmap streaming settings into account. This value only includes instances of Texture2D and CubeMap Textures. It does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally.
totalTextureMemoryThe total amount of Texture memory that Unity would use if it loads all Textures at mipmap level 0. This is a theoretical value that does not take into account any input from the streaming system or any other input, for example when you set the`Texture2D.requestedMipmapLevel` manually. To see a Texture memory value that takes inputs into account, use `desiredTextureMemory`. `totalTextureMemory` only includes instances of Texture2D and CubeMap Textures. It does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally.

变量

hideFlags该对象应该隐藏、随场景一起保存还是由用户修改?
name对象的名称。
anisoLevelDefines the anisotropic filtering level of the Texture.
dimensionDimensionality (type) of the Texture (Read Only).
filterModeFiltering mode of the Texture.
graphicsFormatReturns the GraphicsFormat format or color format of a Texture object.
heightHeight of the Texture in pixels. (Read Only)
imageContentsHash纹理的哈希值。
isReadableReturns true if the Read/Write Enabled checkbox was checked when the Texture was imported; otherwise returns false. For a dynamic Texture created from script, always returns true. For additional information, see TextureImporter.isReadable.
mipMapBiasThe mipmap bias of the Texture.
mipmapCountHow many mipmap levels are in this Texture (Read Only).
updateCountThis counter is incremented when the Texture is updated.
widthWidth of the Texture in pixels. (Read Only)
wrapMode纹理坐标换行模式。
wrapModeU纹理 U 坐标换行模式。
wrapModeV纹理 V 坐标换行模式。
wrapModeW Texture3D 的纹理 W 坐标换行模式。

公共函数

GetInstanceIDGets the instance ID of the object.
ToString返回对象的名称。
GetNativeTexturePtrRetrieve a native (underlying graphics API) pointer to the Texture resource.
IncrementUpdateCount递增更新计数器。

静态函数

Destroy移除 GameObject、组件或资源。
DestroyImmediate立即销毁对象 /obj/。强烈建议您改用 Destroy。
DontDestroyOnLoad在加载新的 Scene 时,请勿销毁 Object。
FindObjectOfType返回第一个类型为 type 的已加载的激活对象。
FindObjectsOfTypeGets a list of all loaded objects of Type type.
Instantiate克隆 original 对象并返回克隆对象。
SetGlobalAnisotropicFilteringLimits设置各向异性限制。
SetStreamingTextureMaterialDebugPropertiesThis function sets mipmap streaming debug properties on any materials that use this Texture through the mipmap streaming system.

运算符

bool该对象是否存在?
operator !=比较两个对象是否引用不同的对象。
operator ==比较两个对象引用,判断它们是否引用同一个对象。