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public static void DrawTexture3DVolume (Texture texture, float opacity= 1.0f, float qualityModifier= 1.0f, FilterMode filterMode= FilterMode.Bilinear, bool useColorRamp= false, Gradient customColorRamp= null);


textureThe volumetric texture to draw.
opacityThe non-linear volume opacity modifier. Use this to control the opacity of the visualization. Valid values are 0-1, inclusive. A value of 1 is fully opaque and a value of 0 is fully transparent. The default value is 1.
qualityModifierSets the sample per texture pixel count. Higher values result in a higher quality render. The default value is 1.
filterModeSets the texture filtering mode to use.
useColorRampEnables color ramp visualization.
customColorRampThe custom gradient that Unity uses as a color ramp. If this is not specified, Unity uses Google Turbo color ramp.


Draws a 3D texture using Volume rendering mode in 3D space.

Teapot volume rendered with a gradient that has a transparent black outline.

Noise volume with fire gradient applied.

using UnityEditor;
using UnityEngine;

[ExecuteInEditMode] public class Reference : MonoBehaviour { public Texture3D texture; public float alpha = 1; public float quality = 1; public FilterMode filterMode; public bool useColorRamp; public bool useCustomColorRamp;

// We should initialize this gradient before using it as a custom color ramp public Gradient customColorRampGradient; }

[CanEditMultipleObjects] [CustomEditor(typeof(Reference))] public class Handle : Editor { private void OnSceneViewGUI(SceneView sv) { Object[] objects = targets; foreach (var obj in objects) { Reference reference = obj as Reference; if (reference != null && reference.texture != null) { Handles.matrix = reference.transform.localToWorldMatrix; Handles.DrawTexture3DVolume(reference.texture, reference.alpha, reference.quality, reference.filterMode, reference.useColorRamp, reference.useCustomColorRamp ? reference.customColorRampGradient : null); } } }

void OnEnable() { SceneView.duringSceneGui += OnSceneViewGUI; }

void OnDisable() { SceneView.duringSceneGui -= OnSceneViewGUI; } }