Version: 2022.3

Texture

class in UnityEngine

/

继承自:Object

切换到手册

描述

Base class for Texture handling.

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 Texture.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. This value 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. This value does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally.

变量

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。
isDataSRGBReturns true if the texture pixel data is in sRGB color space (Read Only).
isReadableWhether Unity stores an additional copy of this texture's pixel data in CPU-addressable memory.
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

GetNativeTexturePtrRetrieve a native (underlying graphics API) pointer to the Texture resource.
IncrementUpdateCount递增更新计数器。

静态函数

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.

继承的成员

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。

公共函数

GetInstanceIDGets the instance ID of the object.
ToString返回对象的名称。

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。
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectOfType返回第一个类型为 type 的已加载的激活对象。
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
Instantiate克隆 original 对象并返回克隆对象。

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。