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 |
Creates a Unity Texture out of an externally created native texture object.
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 2D.
For Direct3D-like devices, the nativeTex
parameter is a pointer to the underlying Direct3D base type, from which a texture can be created. They can be:
• D3D11: ID3D11ShaderResourceView*
or ID3D11Texture2D*
• D3D12: ID3D12Texture2D*
For OpenGL/OpenGL ES, the nativeTex
parameter is a GLuint
.
For Metal, the nativeTex
parameter is an id<MTLTexture>
.
For Vulkan, the nativeTex
parameter is a VkImage*
.
See Also: UpdateExternalTexture, Texture.GetNativeTexturePtr.