Class that represents textures in C# code.
Use this class to create textures, or to modify existing texture assets.
The ImageConversion class provides extension methods to this class that handle image encoding functionality. For details on those methods, see the ImageConversion documentation.
|Gets a small Texture with all black pixels.
|Gets a small Texture with all gray pixels.
|Gets a small Texture with all gray pixels.
|Gets a small Texture with pixels that represent surface normal vectors at a neutral position.
|Gets a small Texture with all red pixels.
|Gets a small Texture with all white pixels.
|Indicates whether this texture was imported with TextureImporter.alphaIsTransparency enabled. This setting is available only in the Editor scripts. Note that changing this setting will have no effect; it must be enabled in TextureImporter instead.
|The mipmap level calculated by the streaming system, which takes into account the streaming Cameras and the location of the objects containing this Texture. This is unaffected by requestedMipmapLevel or minimumMipmapLevel.
|The mipmap level that the streaming system would load before memory budgets are applied.
|The mipmap level that is currently loaded by the streaming system.
|The mipmap level that the mipmap streaming system is in the process of loading.
|Restricts the mipmap streaming system to a minimum mip level for this Texture.
|The mipmap level to load.
|Determines whether mipmap streaming is enabled for this Texture.
|Sets the relative priority for this Texture when reducing memory size to fit within the memory budget.
|Returns true if the VTOnly checkbox was checked when the texture was imported; otherwise returns false. For additional information, see TextureImporter.vtOnly.
|SetPixel 関数と SetPixels 関数による変更を適用します
|Resets the minimumMipmapLevel field.
|Resets the requestedMipmapLevel field.
|Compress texture at runtime to DXT/BCn or ETC formats.
|Gets raw data from a Texture for reading or writing.
|Retrieves a copy of the the pixel color data for a given mip level. The colors are represented by Color structs.
|Retrieves a copy of the pixel color data at a given mip level. The colors are represented by lower-precision Color32 structs.
|Get raw data from a texture for reading or writing.
|Checks to see whether the mipmap level set by requestedMipmapLevel has finished loading.
|Reads the pixels from the current render target (the screen, or a RenderTexture), and writes them to the texture.
|Reinitializes a Texture2D, making it possible for you to replace width, height, textureformat, and graphicsformat data for that texture. This action also clears the pixel data associated with the texture from the CPU and GPU. This function is very similar to the Texture constructor, except it works on a Texture object that already exists rather than creating a new one. It is not possible to reinitialize Crunched textures, so if you pass a Crunched texture to this method, it returns false. See texture formats for more information about compressed and crunched textures. Call Apply to upload the changed pixels to the graphics card. Texture.isReadable must be true.
|Set pixel values from raw preformatted data.
|異なるネイティブのテクスチャオブジェクトを使うために Unity のテクスチャを更新します。
|Creates a Unity Texture out of an externally created native texture object.
|Packs a set of rectangles into a square atlas, with optional padding between rectangles.
|Allow Unity internals to perform Texture creation on any thread (rather than the dedicated render thread).
|The amount of memory that all Textures in the scene use.
|The total size of the Textures, in bytes, that Unity loads if there were no other constraints. Before Unity loads any Textures, it applies the memory budget which reduces the loaded Texture resolution if the Texture sizes exceed its value. The `desiredTextureMemory` value takes into account the mipmap levels that Unity has requested or that you have set manually. For example, if Unity does not load a Texture at full resolution because it is far away or its requested mipmap level is greater than 0, Unity reduces the `desiredTextureMemory` value to match the total memory needed. The `desiredTextureMemory` value can be greater than the `targetTextureMemory` value.
|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.
|The number of non-streaming Textures in the scene. This includes instances of Texture2D and CubeMap Textures. This does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally.
|The amount of memory Unity allocates for non-streaming Textures in the scene. This only includes instances of Texture2D and CubeMap Textures. This does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally.
|How many times has a Texture been uploaded due to Texture mipmap streaming.
|Number of renderers registered with the Texture streaming system.
|Number of streaming Textures.
|This property forces the streaming Texture system to discard all unused mipmaps instead of caching them until the Texture memory budget is exceeded. This is useful when you profile or write tests to keep a predictable set of Textures in memory.
|Force streaming Textures to load all mipmap levels.
|Number of streaming Textures with mipmaps currently loading.
|Number of streaming Textures with outstanding mipmaps to be loaded.
|The total amount of Texture memory that Unity allocates to the Textures in the scene after it applies the memory budget and finishes loading Textures. `targetTextureMemory`also takes mipmap streaming settings into account. This value only includes instances of Texture2D and CubeMap Textures. This value does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally.
|The total amount of Texture memory that Unity would use if it loads all Textures at mipmap level 0. This is a theoretical value that does not take into account any input from the streaming system or any other input, for example when you set the`Texture2D.requestedMipmapLevel` manually. To see a Texture memory value that takes inputs into account, use `desiredTextureMemory`. `totalTextureMemory` only includes instances of Texture2D and CubeMap Textures. This value does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally.
|Should the object be hidden, saved with the Scene or modifiable by the user?
|Defines the anisotropic filtering level of the Texture.
|Dimensionality (type) of the Texture (Read Only).
|Filtering mode of the Texture.
|Returns the GraphicsFormat format or color format of a Texture object.
|Height of the Texture in pixels (Read Only).
|The hash value of the Texture.
|Whether Unity stores an additional copy of this texture's pixel data in CPU-addressable memory.
|The mipmap bias of the Texture.
|How many mipmap levels are in this Texture (Read Only).
|This counter is incremented when the Texture is updated.
|Width of the Texture in pixels (Read Only).
|Texture coordinate wrapping mode.
|Texture U coordinate wrapping mode.
|Texture V coordinate wrapping mode.
|Texture W coordinate wrapping mode for Texture3D.
|Gets the instance ID of the object.
|Returns the name of the object.
|Retrieve a native (underlying graphics API) pointer to the Texture resource.
|Increment the update counter.
|Removes a GameObject, component or asset.
|Destroys the object obj immediately. You are strongly recommended to use Destroy instead.
|Do not destroy the target Object when loading a new Scene.
|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
|Gets a list of all loaded objects of Type type.
|This function sets mipmap streaming debug properties on any materials that use this Texture through the mipmap streaming system.