Create a new empty texture.
The texture will be width
by height
size, with an RGBA32 TextureFormat, with mipmaps and in sRGB color space.
Usually you will want to set the colors of the texture after creating it, using
SetPixel, SetPixels and Apply functions.
// Create a new texture and assign it to the renderer's material using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { Texture2D texture = new Texture2D(128, 128); Renderer renderer = GetComponent<Renderer>(); renderer.material.mainTexture = texture; } }
Create a new empty texture.
The texture will be width
by height
size, with a given format
, with mipmaps or without. width
and height
must be greater than 0.
Usually you will want to set the colors of the texture after creating it, using
SetPixel, SetPixels and Apply functions.
See Also: SetPixel, SetPixels, Apply functions.
Create a new empty texture.
The texture will be width
by height
size, with a given format
, with mipmaps
or without, and in either the linear color space or the sRGB color space. width
and height
must be greater than 0.
Usually you will want to set the colors of the texture after creating it, using
SetPixel, SetPixels and Apply functions.
See Also: SetPixel, SetPixels, Apply functions.
Create a new empty texture.
The texture will be width
by height
size, with a given format
, with mipmaps
or without, and in either the linear color space or the sRGB color space. width
and height
must be greater than 0.
Enable createUninitialized
to make the texture reference uninitialized data (both on the CPU and GPU). When overriding all texels, this can lead to improved performance and reduced memory usage during construction. Note that sampling an uninitialized texture gives unpredictable values.
Usually you will want to set the colors of the texture after creating it, using
SetPixel, SetPixels and Apply functions.
See Also: SetPixel, SetPixels, Apply functions.
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