nativeTex | ネイティブの 2D テクスチャオブジェクト |
width | ピクセル単位でのテクスチャの幅 |
height | ピクセル単位でのテクスチャの高さ |
format | 下地となるテクスチャオブジェクトの形式 |
mipmap | テクスチャにミップマップがあるかどうか |
linear | テクスチャがリニアカラー空間を使用しているかどうか |
外部で作成されたネイティブのテクスチャオブジェクトから Unity テクスチャを作成します。
This function is mostly useful for native code plugins that create platform specific texture
objects outside of Unity, and need to use these textures in Unity Scenes. It is also possible to create a texture in Unity and
get a pointer to the underlying platform representation; see Texture.GetNativeTexturePtr.
CreateExternalTexture に渡されたパラメータは、実際にあるテクスチャと一致していなければならず、下地となるテクスチャは 2D でなければいけません(キューブマップや 3D テクスチャは動作しません)
Native texture object on Direct3D-like devices is a pointer to the base type, from which a texture can be created:
• D3D11: ID3D11ShaderResourceView*
or ID3D11Texture2D*
• D3D12: ID3D12Texture2D*
On OpenGL/OpenGL ES it is GLuint
.
On Metal it is id<MTLTexture>
.
See Also: UpdateExternalTexture, Texture.GetNativeTexturePtr.
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