Clase para manejar arreglos 2D texture arrays.
Modern graphics APIs (e.g. D3D10 and later, OpenGL ES 3.0 and later, Metal etc.) support "texture arrays", which is an array of same size & format textures.
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.
Típicamente, los texture arrays son útiles como una alternativa para los atlas de texturas, o en otros casos donde los objetos usan un conjunto de texturas de mismo tamaño (por ejemplo, terrenos).
Currently in Unity texture 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 2D textures into elements of a texture array. From editor scripts,
a common way of creating serialized texture array is to create it, fill with data (either via Graphics.CopyTexture from regular 2D textures, or via SetPixels or
SetPixels32) and save it as an asset via AssetDatabase.CreateAsset.
Tenga en cuenta que no todas las plataformas y GPUs soportan los texture arrays; por ejemplo Direct3D9 y OpenGL ES 2.0 no lo soporta. Utilice SystemInfo.supports2DArrayTextures para revisar.
allSlices | Read Only. This property is used as a parameter in some overloads of the CommandBuffer.Blit, Graphics.Blit, CommandBuffer.SetRenderTarget, and Graphics.SetRenderTarget methods to indicate that all texture array slices are bound. The value of this property is -1. |
depth | Cantidad de elementos en un texture array (lectura solamente). |
format | Formato de Textura (Lectura solamente). |
isReadable | Returns true if this texture array is Read/Write Enabled; otherwise returns false. For dynamic textures created from script, always returns true. |
Texture2DArray | Cree un nuevo texture array. |
Apply | Realmente aplica todos los cambios previos SetPixels. |
GetPixelData | Gets raw data from a Texture for reading or writing. |
GetPixels | Retorna los colores de pixel de un solo pedazo del arreglo. |
GetPixels32 | Retorna los colores de pixel de un solo pedazo del arreglo. |
SetPixelData | Set pixel values from raw preformatted data. |
SetPixels | Establece los colores de pixel para el nivel completo mip. |
SetPixels32 | Establece los colores de pixel para el nivel completo mip. |
allowThreadedTextureCreation | Allow Unity internals to perform texture creation on any thread (rather than the dedicated render thread). |
currentTextureMemory | The amount of memory currently being used by textures. |
desiredTextureMemory | This amount of texture memory would be used before the texture streaming budget is applied. |
GenerateAllMips | Can 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. |
nonStreamingTextureCount | Number of non-streaming textures. |
nonStreamingTextureMemory | Total amount of memory being used by non-streaming textures. |
streamingMipmapUploadCount | How many times has a texture been uploaded due to texture mipmap streaming. |
streamingRendererCount | Number of renderers registered with the texture streaming system. |
streamingTextureCount | Number of streaming textures. |
streamingTextureDiscardUnusedMips | Force the streaming texture system to discard all unused mipmaps immediately, rather than caching them until the texture memory budget is exceeded. |
streamingTextureForceLoadAll | Force streaming textures to load all mipmap levels. |
streamingTextureLoadingCount | Number of streaming textures with mipmaps currently loading. |
streamingTexturePendingLoadCount | Number of streaming textures with outstanding mipmaps to be loaded. |
targetTextureMemory | The amount of memory used by textures after the mipmap streaming and budget are applied and loading is complete. |
totalTextureMemory | The total amount of memory that would be used by all textures at mipmap level 0. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | El nombre del objeto. |
anisoLevel | Nivel de filtrado anisotrópico de la textura. |
dimension | Dimensionalidad (tipo) de la textura (lectura solamente). |
filterMode | Modo de filtrado de la textura. |
graphicsFormat | Returns the GraphicsFormat format or color format of a texture object. |
height | Altura de la textura en pixels. (Read Only) |
imageContentsHash | The hash value of the Texture. |
isReadable | Returns true if the Read/Write Enabled checkbox was checked when the texture was imported; otherwise returns false. For a dynamic Texture created from script, always returns true. For additional information, see TextureImporter.isReadable. |
mipMapBias | Mip map bias de la textura. |
mipmapCount | Cuántos niveles de mipmap hay en esta textura (Lectura solamente)? |
updateCount | This counter is incremented when the texture is updated. |
width | Anchura de la textura en píxeles. (Read Only) |
wrapMode | Texture coordinate wrapping mode. |
wrapModeU | Texture U coordinate wrapping mode. |
wrapModeV | Texture V coordinate wrapping mode. |
wrapModeW | Texture W coordinate wrapping mode for Texture3D. |
GetInstanceID | Devuelve el id de la instancia del objeto. |
ToString | Returns the name of the object. |
GetNativeTexturePtr | Recupere un puntero nativo (API de gráficos subyacente) al recurso de textura. |
IncrementUpdateCount | Increment the update counter. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | Clona el objeto original y devuelve el clon. |
SetGlobalAnisotropicFilteringLimits | Establece límites anisotrópicos. |
SetStreamingTextureMaterialDebugProperties | Uploads additional debug information to materials using textures set to stream mip maps. |
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. |