Version: 2023.2
言語: 日本語
public static Texture3D CreateExternalTexture (int width, int height, int depth, TextureFormat format, bool mipChain, IntPtr nativeTex);

パラメーター

nativeTex Native 3D texture object.
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
depth Depth of texture in pixels
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

説明

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.

Parameters passed to CreateExternalTexture should match what the texture actually is; and the underlying texture should be 3D.

Native texture object on Direct3D-like devices is a pointer to the base type, from which a texture can be created:

D3D11: ID3D11ShaderResourceView* or ID3D11Texture3D*
D3D12: ID3D12Texture3D*

On OpenGL/OpenGL ES it is GLuint.

On Metal it is id<MTLTexture>.

For Vulkan, the nativeTex parameter is a VkImage*.

Additional resources: UpdateExternalTexture, Texture.GetNativeTexturePtr.