Version: 2022.3

CubemapConstructor

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public Cubemap (int width, TextureFormat textureFormat, bool mipChain);
public Cubemap (int width, TextureFormat textureFormat, bool mipChain, bool createUninitialized= false);
public Cubemap (int width, TextureFormat format, int mipCount);
public Cubemap (int width, TextureFormat format, int mipCount, bool createUninitialized= false);

参数

format 将用于此立方体贴图的像素数据格式。
width 立方体面的宽度/高度(以像素为单位)。
textureFormat 将用于此立方体贴图的像素数据格式。
mipChain 是否应该创建多级渐进纹理?
createUninitialized Use this flag to create the texture with uninitialized data. When overriding all texels anyway, this can lead to improved performance and reduced memory usage.
mipCount Number of mipmaps to be created. Use TextureCreationFlags.MipChain to generate a full mipchain.

描述

创建一个新的空立方体贴图纹理。

每侧纹理的大小将为 /size/,是否使用 Mipmap 创建均可。

Enable createUninitialized to make the texture reference uninitialized data (both on the CPU and GPU). When overriding all texels, this can lead to improved performance and reduced memory usage during construction. Note that sampling an uninitialized texture gives unpredictable values.

在创建该纹理后,您通常想要使用 SetPixelApply 函数设置该纹理的颜色。

Note that this class does not support Cubemap creation from a script with a Crunch compression TextureFormat.

using UnityEngine;

public class Example : MonoBehaviour { public Cubemap texture;

void Start() { // Create a new Cubemap texture. texture = new Cubemap(128, TextureFormat.RGBA32, false); } }

另请参阅:SetPixelApply 函数。