IntPtr Pointer to an underlying graphics API texture resource.
Retrieve a native (underlying graphics API) pointer to the texture resource.
Use this function to retrieve a pointer/handle corresponding to a particular texture
as it is represented on the native graphics API level.
This can be used to enable texture manipulation from native code plugins.
Note: When you use the Unity APIs to modify the pixel data of a Texture object, it changes the underlying graphics API native pointer. Call GetNativeTexturePtr to get the new native pointer.
On Direct3D-like devices this returns a pointer to the base texture type (IDirect3DBaseTexture9 on D3D9, ID3D11Resource on D3D11, ID3D12Resource on D3D12). On OpenGL-like devices the GL texture "name" is returned; cast the pointer to integer type to get it. On Metal, the id<MTLTexture> pointer is returned. On platforms that do not support native code plugins, this function always returns NULL.
Note that calling this function when using multi-threaded rendering will synchronize with the rendering thread (a slow operation), so best practice is to set up needed texture pointers only at initialization time.
See Also: Native code plugins, Texture2D.CreateExternalTexture, Cubemap.CreateExternalTexture, RenderTexture.GetNativeDepthBufferPtr.