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Unity Engine


Cubemap

Create a new empty cubemap texture.
Read time 4 minutesLast updated 4 days ago

Definition

  • Type: Constructor
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

Cubemap(int, TextureFormat, bool)

Create a new empty cubemap texture.
public Cubemap(int width, TextureFormat textureFormat, bool mipChain)

Parameters

width

Width/height of a cube face in pixels.

textureFormat

Pixel data format to be used for the Cubemap.

mipChain

Should mipmaps be created?

Remarks

The texture will be size on each side and can be created with or without mipmaps.
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 Cubemap.SetPixel and Cubemap.Apply functions.
Note that this class does not support Cubemap creation from a script with a Crunch compression TextureFormat.
using UnityEngine;public class Example : MonoBehaviour{ public Cubemap texture; void Start() { // Create a new Cubemap texture. texture = new Cubemap(128, TextureFormat.RGBA32, false); }}
Additional Resources: Cubemap.SetPixel, Cubemap.Apply functions.

Cubemap(int, TextureFormat, bool, bool)

Create a new empty cubemap texture.
public Cubemap(int width, TextureFormat textureFormat, bool mipChain, bool createUninitialized)

Parameters

width

Width/height of a cube face in pixels.

textureFormat

Pixel data format to be used for the Cubemap.

mipChain

Should mipmaps be created?

createUninitialized

Use this flag to create the texture with uninitialized data. When overriding all texels anyway, this can lead to improved performance and reduced memory usage.

Remarks

The texture will be size on each side and can be created with or without mipmaps.
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 Cubemap.SetPixel and Cubemap.Apply functions.
Note that this class does not support Cubemap creation from a script with a Crunch compression TextureFormat.
using UnityEngine;public class Example : MonoBehaviour{ public Cubemap texture; void Start() { // Create a new Cubemap texture. texture = new Cubemap(128, TextureFormat.RGBA32, false); }}
Additional Resources: Cubemap.SetPixel, Cubemap.Apply functions.

Cubemap(int, TextureFormat, int)

Create a new empty cubemap texture.
public Cubemap(int width, TextureFormat format, int mipCount)

Parameters

width

Width/height of a cube face in pixels.

Pixel data format to be used for the Cubemap.

mipCount

Number of mipmaps to be created. Use TextureCreationFlags.MipChain to generate a full mipchain.

Remarks

The texture will be size on each side and can be created with or without mipmaps.
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 Cubemap.SetPixel and Cubemap.Apply functions.
Note that this class does not support Cubemap creation from a script with a Crunch compression TextureFormat.
using UnityEngine;public class Example : MonoBehaviour{ public Cubemap texture; void Start() { // Create a new Cubemap texture. texture = new Cubemap(128, TextureFormat.RGBA32, false); }}
Additional Resources: Cubemap.SetPixel, Cubemap.Apply functions.

Cubemap(int, TextureFormat, int, bool)

Create a new empty cubemap texture.
public Cubemap(int width, TextureFormat format, int mipCount, bool createUninitialized)

Parameters

width

Width/height of a cube face in pixels.

Pixel data format to be used for the Cubemap.

mipCount

Number of mipmaps to be created. Use TextureCreationFlags.MipChain to generate a full mipchain.

createUninitialized

Use this flag to create the texture with uninitialized data. When overriding all texels anyway, this can lead to improved performance and reduced memory usage.

Remarks

The texture will be size on each side and can be created with or without mipmaps.
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 Cubemap.SetPixel and Cubemap.Apply functions.
Note that this class does not support Cubemap creation from a script with a Crunch compression TextureFormat.
using UnityEngine;public class Example : MonoBehaviour{ public Cubemap texture; void Start() { // Create a new Cubemap texture. texture = new Cubemap(128, TextureFormat.RGBA32, false); }}
Additional Resources: Cubemap.SetPixel, Cubemap.Apply functions.