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Unity Engine


GraphicsTexture

Represents the view on a single texture resource that is uploaded to the graphics device.
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Definition

public class GraphicsTexture : IDisposable

Remarks

A GraphicsTexture specifically represents the actual resource that a Texture object uploads to the GPU. A Texture may create several different GraphicsTextures in its lifetime (such as to represent different mipmap levels or the color and depth buffers in a RenderTexture) and will recreate GraphicsTextures when certain changes are made to the Texture (such as resizing). Use Texture.graphicsTexture to get a Texture's current GraphicsTexture.
GraphicsTextures are useful for getting the current uploaded state of a texture on the graphics device. GraphicsTextureDescriptor.mipCount represents only the uploaded mipmap levels when using texture streaming or mipmap limit settings. Consequently, GraphicsTextureDescriptor.width and GraphicsTextureDescriptor.height represent the width and height of the maximum uploaded mipmap level.
GraphicsTextures are purely run-time objects and cannot be saved as assets.
To use a GraphicsTexture as a render target, it must have GraphicsTextureDescriptorFlags.RenderTarget enabled in its GraphicsTextureDescriptor.flags.

Properties

Property

Description

descriptorContains all the information Unity uses to create a GraphicsTexture.
stateThe current state of a GraphicsTexture.

Static Properties

Property

Description

activeCurrently active graphics texture.