position | 要在其中绘制纹理的屏幕矩形。 |
image | 要显示的 Texture。 |
mat | 绘制纹理时要使用的材质。 |
scaleMode | 当图像的宽高比不适合要绘制的宽高比时,如何缩放图像。 |
imageAspect | 用于源图像的宽高比。如果为 0(默认值),则使用图像的宽高比。 |
mipLevel | The mip-level to sample. If negative, the texture is sampled normally. Sets material's _Mip property. |
colorWriteMask | Specifies which color components of image will get written. Sets material's _ColorMask property. |
exposure | Specifies the exposure for the texture. Sets material's _Exposure property. |
在矩形内绘制纹理。
如果 mat 为 null(默认值),将为 RGBM 或 doubleLDR 光照贴图或法线贴图选择适当的材质,
否则将选择回退 blit 材质。
编辑器窗口中的预览纹理。
// Load a texture, display the texture, display its alpha channel and // show a preview of the inverted texture using UnityEditor; using UnityEngine;
class EditorGUITextures : EditorWindow { Texture2D texture; Texture2D invertedTexture; bool showInverted = false;
[MenuItem("Examples/Texture Previewer")] static void Init() { var window = GetWindow<EditorGUITextures>("Texture Previewer"); window.position = new Rect(0, 0, 400, 200); window.Show(); }
void OnGUI() { texture = (Texture2D)EditorGUI.ObjectField(new Rect(3, 3, 200, 20), "Add a Texture:", texture, typeof(Texture2D)); if (GUI.Button(new Rect(208, 3, position.width - 210, 20), "Process Inverted")) { if (invertedTexture) DestroyImmediate(invertedTexture); //Copy the new texture invertedTexture = new Texture2D(texture.width, texture.height, texture.format, (texture.mipmapCount != 0)); for (int m = 0; m < texture.mipmapCount; m++) invertedTexture.SetPixels(texture.GetPixels(m), m); InvertColors(); showInverted = true; } if (texture) { EditorGUI.PrefixLabel(new Rect(25, 45, 100, 15), 0, new GUIContent("Preview:")); EditorGUI.DrawPreviewTexture(new Rect(25, 60, 100, 100), texture); EditorGUI.PrefixLabel(new Rect(150, 45, 100, 15), 0, new GUIContent("Alpha:")); EditorGUI.DrawTextureAlpha(new Rect(150, 60, 100, 100), texture); EditorGUI.PrefixLabel(new Rect(275, 45, 100, 15), 0, new GUIContent("Inverted:")); if (showInverted) EditorGUI.DrawPreviewTexture(new Rect(275, 60, 100, 100), invertedTexture); if (GUI.Button(new Rect(3, position.height - 25, position.width - 6, 20), "Clear texture")) { texture = EditorGUIUtility.whiteTexture; showInverted = false; } } else { EditorGUI.PrefixLabel( new Rect(3, position.height - 25, position.width - 6, 20), 0, new GUIContent("No texture found")); } }
void InvertColors() { for (int m = 0; m < invertedTexture.mipmapCount; m++) { Color[] c = invertedTexture.GetPixels(m); for (int i = 0; i < c.Length; i++) { c[i].r = 1 - c[i].r; c[i].g = 1 - c[i].g; c[i].b = 1 - c[i].b; } invertedTexture.SetPixels(c, m); } invertedTexture.Apply(); } }
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.