版本:Unity 6 (6000.0)
语言:English
创建二维纹理数组
渲染到二维纹理数组

在脚本中创建二维纹理数组

要在脚本中创建二维纹理数组,请使用 Texture2DArray API。

例如

// Set the 2D texture array parameters
int width = 32;
int height = 32;
int slices = 8;
TextureFormat format = TextureFormat.RGBA32;
bool mipChain = false;

// Create a 2D texture array with a width and height of 32 pixels, and 8 slices
Texture2DArray textureArray = new Texture2DArray(width, height, slices, format, mipChain);

示例

以下示例创建二维纹理数组类的实例,将每个切片设置为不同的颜色,然后将二维纹理数组保存到您的项目中作为序列化资产文件。

using UnityEditor;
using UnityEngine;

public class ExampleEditorScript : MonoBehaviour
{
    [MenuItem("Examples/Create2DTextureArray")]
    static void Create2DTextureArray()
    {
        // Set the texture parameters
        int width = 32;
        int height = 32;
        int slices = 3;
        TextureFormat format = TextureFormat.RGBA32;
        bool mipChain = false;

        // Create the texture array and apply the parameters
        Texture2DArray textureArray = new Texture2DArray(width, height, slices, format, mipChain);

        // Create a 2D array of colors, to store color data for each pixel in a slice
        Color[] colors = new Color[width * height];

        // Loop through each slice
        for (int slice = 0; slice < slices; slice++)
        {
            // Generate a random color
            Color randomColor = new Color(Random.value, Random.value, Random.value, 1f);

            // Set all the pixels in the color array to the random color
            for (int color = 0; color < colors.Length; color++)
            {
                colors[color] = randomColor;
            }

            // Set the pixels of the slice to the color array
            textureArray.SetPixels(colors, slice);
        }

        // Apply the changes to the texture array by uploading the updated pixels to the GPU
        textureArray.Apply();

        // Save the texture array to your Unity project
        AssetDatabase.CreateAsset(textureArray, "Assets/Example2DTextureArray.asset");
    }
}
创建二维纹理数组
渲染到二维纹理数组