Version: 2023.1

Texture2DConstructor

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public Texture2D (int width, int height);

描述

创建一个新的空纹理。

纹理大小为 width x /height/,采用 RGBA32 TextureFormat,具有多级渐进纹理,使用 sRGB 颜色空间。

在创建该纹理后, 您通常需要使用 SetPixelSetPixelsApply 函数设置该纹理的颜色。

// Create a new texture and assign it to the renderer's material
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Start() { Texture2D texture = new Texture2D(128, 128); Renderer renderer = GetComponent<Renderer>(); renderer.material.mainTexture = texture; } }

另请参阅:SetPixelSetPixelsApply 函数。


public Texture2D (int width, int height, TextureFormat textureFormat, bool mipChain);

描述

创建一个新的空纹理。

The texture will be width by height size, with a given format, with mipmaps or without. width and height must be greater than 0.

在创建该纹理后, 您通常需要使用 SetPixelSetPixelsApply 函数设置该纹理的颜色。

另请参阅:SetPixelSetPixelsApply 函数。


public Texture2D (int width, int height, TextureFormat textureFormat= TextureFormat.RGBA32, int mipCount= -1, bool linear= false);
public Texture2D (int width, int height, TextureFormat textureFormat= TextureFormat.RGBA32, bool mipChain= true, bool linear= false);

描述

创建一个新的空纹理。

The texture will be width by height size, with a given format, with mipmaps or without, and in either the linear color space or the sRGB color space. width and height must be greater than 0.

在创建该纹理后, 您通常需要使用 SetPixelSetPixelsApply 函数设置该纹理的颜色。

另请参阅:SetPixelSetPixelsApply 函数。


public Texture2D (int width, int height, TextureFormat textureFormat= TextureFormat.RGBA32, int mipCount= -1, bool linear= false, bool createUninitialized= false);
public Texture2D (int width, int height, TextureFormat textureFormat= TextureFormat.RGBA32, bool mipChain= true, bool linear= false, bool createUninitialized= false);

描述

创建一个新的空纹理。

The texture will be width by height size, with a given format, with mipmaps or without, and in either the linear color space or the sRGB color space. width and height must be greater than 0.

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, 您通常需要使用 SetPixelSetPixelsApply 函数设置该纹理的颜色。

另请参阅:SetPixelSetPixelsApply 函数。