Version: 2022.3
언어: 한국어

Texture2DConstructor

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public Texture2D (int width, int height, TextureFormat textureFormat= TextureFormat.RGBA32, int mipCount= -1, bool linear= false);

설명

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; } }

See Also: SetPixel, SetPixels, Apply functions.


설명

Create a new empty texture.

The texture will be width by height size, with a given format, with or without mipmaps.

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.


public Texture2D (int width, int height, TextureFormat textureFormat= TextureFormat.RGBA32, bool mipChain= true, bool linear= false);

설명

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.

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.


public Texture2D (int width, int height, TextureFormat textureFormat= TextureFormat.RGBA32, int mipCount= -1, bool linear= false, bool createUninitialized= false);
public Texture2D (int width, int height, TextureFormat textureFormat= TextureFormat.RGBA32, bool mipChain= true, bool linear= false, bool createUninitialized= false);

설명

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.

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.