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.
cubemapCount | Number of cubemaps in the array (Read Only). |
format | テクスチャ形式 (読み込み専用) |
CubemapArray | Create a new cubemap array. |
Apply | SetPixels で変更された設定をすべて適用します |
GetPixels | Returns pixel colors of a single array slice/face. |
GetPixels32 | Returns pixel colors of a single array slice/face. |
SetPixels | Set pixel colors for a single array slice/face. |
SetPixels32 | Set pixel colors for a single array slice/face. |
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. |
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 | オブジェクト名 |
anisoLevel | テクスチャの異方性フィルタリングのレベル |
dimension | テクスチャの次元 (タイプ)。読み取り専用。 |
filterMode | テクスチャのフィルタリングモード |
height | ピクセル単位でのテクスチャの高さ(読み取り専用) |
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 | ミップマップのバイアス |
updateCount | This counter is incremented when the texture is updated. |
width | ピクセル単位でのテクスチャの幅(読み取り専用) |
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 | オブジェクトのインスタンス ID を返します |
ToString | Returns the name of the object. |
GetNativeTexturePtr | テクスチャリソースへのネイティブ (グラフィックス API に内在する) ポインターを取得します。 |
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 | タイプ type から最初に見つけたアクティブのオブジェクトを返します |
FindObjectsOfType | タイプから見つけたすべてのアクティブのオブジェクト配列を返します |
Instantiate | original のオブジェクトをクローンします |
SetGlobalAnisotropicFilteringLimits | 異方性のリミットを設定します |
SetStreamingTextureMaterialDebugProperties | Uploads additional debug information to materials using textures set to stream mip maps. |
bool | オブジェクトが存在するかどうか |
operator != | 二つのオブジェクトが異なるオブジェクトを参照しているか比較します |
operator == | 2つのオブジェクト参照が同じオブジェクトを参照しているか比較します。 |