DrawTexture
Draw a texture within a rectangle.
Read time 7 minutesLast updated 5 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.IMGUIModule
DrawTexture(Rect, Texture)
Draw a texture within a rectangle.
public static void DrawTexture(Rect position, Texture image)
Parameters
Remarks
Additional Resources: GUI.color, GUI.contentColor.
Examples
// Draws a texture in the left corner of the screen.// The texture is drawn in a window 60x60 pixels.// The source texture is given an aspect ratio of 10x1// and scaled to fit in the 60x60 rectangle. Because// the aspect ratio is preserved, the texture will fit// inside a 60x10 pixel area of the screen rectangle.using UnityEngine;using System.Collections;public class ExampleClass : MonoBehaviour{ public Texture aTexture; void OnGUI() { if (!aTexture) { Debug.LogError("Assign a Texture in the inspector."); return; } GUI.DrawTexture(new Rect(10, 10, 60, 60), aTexture, ScaleMode.ScaleToFit, true, 10.0F); }}
DrawTexture(Rect, Texture, ScaleMode)
Draw a texture within a rectangle.
public static void DrawTexture(Rect position, Texture image, ScaleMode scaleMode)
Parameters
Remarks
Additional Resources: GUI.color, GUI.contentColor.
Examples
// Draws a texture in the left corner of the screen.// The texture is drawn in a window 60x60 pixels.// The source texture is given an aspect ratio of 10x1// and scaled to fit in the 60x60 rectangle. Because// the aspect ratio is preserved, the texture will fit// inside a 60x10 pixel area of the screen rectangle.using UnityEngine;using System.Collections;public class ExampleClass : MonoBehaviour{ public Texture aTexture; void OnGUI() { if (!aTexture) { Debug.LogError("Assign a Texture in the inspector."); return; } GUI.DrawTexture(new Rect(10, 10, 60, 60), aTexture, ScaleMode.ScaleToFit, true, 10.0F); }}
DrawTexture(Rect, Texture, ScaleMode, bool)
Draw a texture within a rectangle.
public static void DrawTexture(Rect position, Texture image, ScaleMode scaleMode, bool alphaBlend)
Parameters
Rectangle on the screen to draw the texture within.
How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.
Whether to apply alpha blending when drawing the image (enabled by default).
Remarks
Additional Resources: GUI.color, GUI.contentColor.
Examples
// Draws a texture in the left corner of the screen.// The texture is drawn in a window 60x60 pixels.// The source texture is given an aspect ratio of 10x1// and scaled to fit in the 60x60 rectangle. Because// the aspect ratio is preserved, the texture will fit// inside a 60x10 pixel area of the screen rectangle.using UnityEngine;using System.Collections;public class ExampleClass : MonoBehaviour{ public Texture aTexture; void OnGUI() { if (!aTexture) { Debug.LogError("Assign a Texture in the inspector."); return; } GUI.DrawTexture(new Rect(10, 10, 60, 60), aTexture, ScaleMode.ScaleToFit, true, 10.0F); }}
DrawTexture(Rect, Texture, ScaleMode, bool, float)
Draw a texture within a rectangle.
public static void DrawTexture(Rect position, Texture image, ScaleMode scaleMode, bool alphaBlend, float imageAspect)
Parameters
Rectangle on the screen to draw the texture within.
How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.
Whether to apply alpha blending when drawing the image (enabled by default).
Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height.
Remarks
Additional Resources: GUI.color, GUI.contentColor.
Examples
// Draws a texture in the left corner of the screen.// The texture is drawn in a window 60x60 pixels.// The source texture is given an aspect ratio of 10x1// and scaled to fit in the 60x60 rectangle. Because// the aspect ratio is preserved, the texture will fit// inside a 60x10 pixel area of the screen rectangle.using UnityEngine;using System.Collections;public class ExampleClass : MonoBehaviour{ public Texture aTexture; void OnGUI() { if (!aTexture) { Debug.LogError("Assign a Texture in the inspector."); return; } GUI.DrawTexture(new Rect(10, 10, 60, 60), aTexture, ScaleMode.ScaleToFit, true, 10.0F); }}
DrawTexture(Rect, Texture, ScaleMode, bool, float, Color, float, float)
Draws a border with rounded corners within a rectangle. The texture is used to pattern the border. Note that this method only works on shader model 2.5 and above.
public static void DrawTexture(Rect position, Texture image, ScaleMode scaleMode, bool alphaBlend, float imageAspect, Color color, float borderWidth, float borderRadius)
Parameters
Rectangle on the screen to draw the texture within.
How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.
Whether to apply alpha blending when drawing the image (enabled by default).
Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height.
A tint color to apply on the texture.
The width of the border. If 0, the full texture is drawn.
The radius for rounded corners. If 0, corners will not be rounded.
DrawTexture(Rect, Texture, ScaleMode, bool, float, Color, Vector4, float)
Draws a border with rounded corners within a rectangle. The texture is used to pattern the border. Note that this method only works on shader model 2.5 and above.
public static void DrawTexture(Rect position, Texture image, ScaleMode scaleMode, bool alphaBlend, float imageAspect, Color color, Vector4 borderWidths, float borderRadius)
Parameters
Rectangle on the screen to draw the texture within.
How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.
Whether to apply alpha blending when drawing the image (enabled by default).
Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height.
A tint color to apply on the texture.
The width of the borders (left, top, right and bottom). If Vector4.zero, the full texture is drawn.
The radius for rounded corners. If 0, corners will not be rounded.
DrawTexture(Rect, Texture, ScaleMode, bool, float, Color, Vector4, Vector4)
Draw a texture within a rectangle.
public static void DrawTexture(Rect position, Texture image, ScaleMode scaleMode, bool alphaBlend, float imageAspect, Color color, Vector4 borderWidths, Vector4 borderRadiuses)
Parameters
Rectangle on the screen to draw the texture within.
How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.
Whether to apply alpha blending when drawing the image (enabled by default).
Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height.
Remarks
Additional Resources: GUI.color, GUI.contentColor.
Examples
// Draws a texture in the left corner of the screen.// The texture is drawn in a window 60x60 pixels.// The source texture is given an aspect ratio of 10x1// and scaled to fit in the 60x60 rectangle. Because// the aspect ratio is preserved, the texture will fit// inside a 60x10 pixel area of the screen rectangle.using UnityEngine;using System.Collections;public class ExampleClass : MonoBehaviour{ public Texture aTexture; void OnGUI() { if (!aTexture) { Debug.LogError("Assign a Texture in the inspector."); return; } GUI.DrawTexture(new Rect(10, 10, 60, 60), aTexture, ScaleMode.ScaleToFit, true, 10.0F); }}