CubemapArray

class in UnityEngine

/

Hereda de:Texture

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Descripción

Class for handling Cubemap arrays.

Modern graphics APIs (e.g. D3D10.1 and later, OpenGL 4.0 and later, Metal on macOS, PS4) support "cubemap arrays", which are arrays of same size & format cubemaps. From the shader side, they are treated as a single resource, and sampling them needs an extra coordinate that indicates which array element to sample from.

Typically cubemap arrays are useful for implementing efficient reflection probe, lighting and shadowing systems (all reflection/cookie/shadow cubemaps in a single array).

Cubemap arrays do not have an import pipeline for them, and must be created from code, either at runtime or in editor scripts. Using Graphics.CopyTexture is useful for fast copying of pixel data from regular Cubemap textures into elements of a cubemap array. From editor scripts, a common way of creating serialized cubemap array is to create it, fill with data (either via Graphics.CopyTexture from regular cubemaps, or via SetPixels or SetPixels32) and save it as an asset via AssetDatabase.CreateAsset.

Note that not all platforms and GPUs support cubemap arrays; for example none of the mobile APIs/GPUs currently support them. Use SystemInfo.supportsCubemapArrayTextures to check.

Variables

cubemapCountNumber of cubemaps in the array (Read Only).
formatFormato de Textura (Lectura solamente).

Constructores

CubemapArrayCreate a new cubemap array.

Funciones Públicas

ApplyRealmente aplica todos los cambios previos SetPixels.
GetPixelsReturns pixel colors of a single array slice/face.
GetPixels32Returns pixel colors of a single array slice/face.
SetPixelsSet pixel colors for a single array slice/face.
SetPixels32Set pixel colors for a single array slice/face.

Miembros heredados

Variables

hideFlags¿Debería el objeto estar oculto, guardado con la escena o modificable por el usuario?
nameEl nombre del objeto.
anisoLevelNivel de filtrado anisotrópico de la textura.
dimensionDimensionalidad (tipo) de la textura (lectura solamente).
filterModeModo de filtrado de la textura.
heightAltura de la textura en pixels. (Read Only)
imageContentsHashThe hash value of the Texture.
mipMapBiasMip map bias de la textura.
updateCountThis counter is incremented when the texture is updated.
widthAnchura de la textura en píxeles. (Read Only)
wrapModeTexture coordinate wrapping mode.
wrapModeUTexture U coordinate wrapping mode.
wrapModeVTexture V coordinate wrapping mode.
wrapModeWTexture W coordinate wrapping mode for Texture3D.

Funciones Públicas

GetInstanceIDDevuelve el id de la instancia del objeto.
ToStringReturns the name of the GameObject.
GetNativeTexturePtrRecupere un puntero nativo (API de gráficos subyacente) al recurso de textura.
IncrementUpdateCountIncrement the update counter.

Funciones Estáticas

DestroyElimina un gameobject, componente o asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadHace que el objeto target no sea destruido automáticamente cuando se cargue una nueva escena.
FindObjectOfTypeDevuelve el primer objeto activo cargado de tipo type.
FindObjectsOfTypeDevuelve una lista de todos los objetos activos cargados de tipo type.
InstantiateClona el objeto original y devuelve el clon.
SetGlobalAnisotropicFilteringLimitsEstablece límites anisotrópicos.

Operadores

bool¿Existe el objeto?
operator !=Compare si dos objetos se refieren a un objeto diferente.
operator ==Compara dos referencias de objeto para ver si se refieren al mismo objeto.