width | New width of the Texture. |
height | New height of the Texture. |
format | New format of the Texture. |
hasMipMap | Indicates if the Texture should reserve memory for a full mip map chain. |
bool Returns true if the reinitialization was a success.
Reinitializes a Texture2D, making it possible for you to replace width
, height
, textureformat
, and graphicsformat
data for that texture.
This action also clears the pixel data associated with the texture from the CPU and GPU.
This function is very similar to the Texture constructor, except it works on a Texture object that already exists rather than creating a new one.
It is not possible to reinitialize Crunched textures, so if you pass a Crunched texture to this method, it returns false
. See texture formats for more information about compressed and crunched textures.
Call Apply to upload the changed pixels to the graphics card.
Texture.isReadable must be true
.Texture2D.Reinitialize
does not automatically update the special texture properties {TextureName}_TexelSize
and {TextureName}_HDR
, which Unity sets automatically on shaders and materials that use the texture. After using Texture2D.Reinitialize
, you should update {TextureName}_TexelSize
and {TextureName}_HDR
on your material or shader if you need them.