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Unity Engine


Texture2D

Create a new empty texture.
Read time 5 minutesLast updated 6 days ago

Definition

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

Texture2D(int, int, TextureFormat, int, bool)

Create a new empty texture.
public Texture2D(int width, int height, TextureFormat textureFormat, int mipCount, bool linear)

Parameters

width


height


textureFormat


mipCount


linear

Remarks

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. width and height must be greater than 0.
Usually you will want to set the colors of the texture after creating it, using Texture2D.SetPixel, Texture2D.SetPixels and Texture2D.Apply functions.
Additional Resources: Texture2D.SetPixel, Texture2D.SetPixels, Texture2D.Apply functions.

Texture2D(int, int, TextureFormat, int, bool, bool)

Create a new empty texture.
public Texture2D(int width, int height, TextureFormat textureFormat, int mipCount, bool linear, bool createUninitialized)

Parameters

width


height


textureFormat


mipCount


linear


createUninitialized

Remarks

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. width and height must be greater than 0.
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 Texture2D.SetPixel, Texture2D.SetPixels and Texture2D.Apply functions.
Additional Resources: Texture2D.SetPixel, Texture2D.SetPixels, Texture2D.Apply functions.

Texture2D(int, int, TextureFormat, int, bool, bool, MipmapLimitDescriptor)

Create a new empty texture.
public Texture2D(int width, int height, TextureFormat textureFormat, int mipCount, bool linear, bool createUninitialized, MipmapLimitDescriptor mipmapLimitDescriptor)

Parameters

width


height


textureFormat


mipCount


linear


createUninitialized


mipmapLimitDescriptor

Remarks

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. width and height must be greater than 0.
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.
Use a MipmapLimitDescriptor to make the texture use the global mipmap limit from the current Quality Settings, or the mipmap limit of a TextureMipmapLimitGroup. Note that a readable CPU copy is required for the texture to reupload when quality settings change. If the texture is made nonreadable (see Texture2D.Apply), the uploaded resolution will no longer adapt to the active quality level.
Usually you will want to set the colors of the texture after creating it, using Texture2D.SetPixel, Texture2D.SetPixels and Texture2D.Apply functions.
Additional Resources: Texture2D.SetPixel, Texture2D.SetPixels, Texture2D.Apply functions.

Texture2D(int, int, TextureFormat, int, bool, bool, bool, string)

Create a new empty texture.
Warning
Deprecated. Please provide mipmap limit information using a MipmapLimitDescriptor argument
public Texture2D(int width, int height, TextureFormat textureFormat, int mipCount, bool linear, bool createUninitialized, bool ignoreMipmapLimit, string mipmapLimitGroupName)

Parameters

width


height


textureFormat


mipCount


linear


createUninitialized


ignoreMipmapLimit


mipmapLimitGroupName

Remarks

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 Texture2D.SetPixel, Texture2D.SetPixels and Texture2D.Apply functions.
// Create a new texture and assign it to the renderer's materialusing UnityEngine;using System.Collections;public class ExampleClass : MonoBehaviour{ void Start() { Texture2D texture = new Texture2D(128, 128); Renderer renderer = GetComponent<Renderer>(); renderer.material.mainTexture = texture; }}
Additional Resources: Texture2D.SetPixel, Texture2D.SetPixels, Texture2D.Apply functions.

Texture2D(int, int, TextureFormat, bool, bool)

Create a new empty texture.
public Texture2D(int width, int height, TextureFormat textureFormat, bool mipChain, bool linear)

Parameters

width


height


textureFormat


mipChain


linear

Remarks

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. width and height must be greater than 0.
Usually you will want to set the colors of the texture after creating it, using Texture2D.SetPixel, Texture2D.SetPixels and Texture2D.Apply functions.
Additional Resources: Texture2D.SetPixel, Texture2D.SetPixels, Texture2D.Apply functions.

Texture2D(int, int, TextureFormat, bool, bool, bool)

Create a new empty texture.
public Texture2D(int width, int height, TextureFormat textureFormat, bool mipChain, bool linear, bool createUninitialized)

Parameters

width


height


textureFormat


mipChain


linear


createUninitialized

Remarks

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. width and height must be greater than 0.
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 Texture2D.SetPixel, Texture2D.SetPixels and Texture2D.Apply functions.
Additional Resources: Texture2D.SetPixel, Texture2D.SetPixels, Texture2D.Apply functions.

Texture2D(int, int, TextureFormat, bool)

Create a new empty texture.
public Texture2D(int width, int height, TextureFormat textureFormat, bool mipChain)

Parameters

width


height


textureFormat


mipChain

Remarks

The texture will be width by height size, with a given format, with mipmaps or without. width and height must be greater than 0.
Usually you will want to set the colors of the texture after creating it, using Texture2D.SetPixel, Texture2D.SetPixels and Texture2D.Apply functions.
Additional Resources: Texture2D.SetPixel, Texture2D.SetPixels, Texture2D.Apply functions.

Texture2D(int, int)

Create a new empty texture.
public Texture2D(int width, int height)

Parameters

width


height

Remarks

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 Texture2D.SetPixel, Texture2D.SetPixels and Texture2D.Apply functions.
// Create a new texture and assign it to the renderer's materialusing UnityEngine;using System.Collections;public class ExampleClass : MonoBehaviour{ void Start() { Texture2D texture = new Texture2D(128, 128); Renderer renderer = GetComponent<Renderer>(); renderer.material.mainTexture = texture; }}
Additional Resources: Texture2D.SetPixel, Texture2D.SetPixels, Texture2D.Apply functions.