Texture3D
Create a new empty 3D Texture.
Read time 4 minutesLast updated 4 days ago
Definition
- Type: Constructor
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
Texture3D(int, int, int, TextureFormat, int, IntPtr)
Create a new empty 3D Texture.
public Texture3D(int width, int height, int depth, TextureFormat textureFormat, int mipCount, IntPtr nativeTex)
Parameters
Width of texture in pixels.
Height of texture in pixels.
Depth of texture in pixels.
Texture data format.
Amount of mipmaps to allocate for the texture.
External native texture pointer to use. Defaults to generating its own internal native texture.
Remarks
3D textures can be thought of as a box of pixels, with width, height and depth. Note that large textures can consume a lot of memory, for example a 1024x512x256 texture with TextureFormat.ARGB32 format and no mipmaps will consume 512MB of memory.
Note that this class does not support Texture3D creation with a Crunch compression TextureFormat.
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.
Additional Resources: Texture3D.SetPixel, Texture3D.SetPixels, Texture3D.SetPixels32, Texture3D.Apply functions.
Texture3D(int, int, int, TextureFormat, int, IntPtr, bool)
Create a new empty 3D Texture.
public Texture3D(int width, int height, int depth, TextureFormat textureFormat, int mipCount, IntPtr nativeTex, bool createUninitialized)
Parameters
Width of texture in pixels.
Height of texture in pixels.
Depth of texture in pixels.
Texture data format.
Amount of mipmaps to allocate for the texture.
External native texture pointer to use. Defaults to generating its own internal native texture.
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
3D textures can be thought of as a box of pixels, with width, height and depth. Note that large textures can consume a lot of memory, for example a 1024x512x256 texture with TextureFormat.ARGB32 format and no mipmaps will consume 512MB of memory.
Note that this class does not support Texture3D creation with a Crunch compression TextureFormat.
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.
Additional Resources: Texture3D.SetPixel, Texture3D.SetPixels, Texture3D.SetPixels32, Texture3D.Apply functions.
Texture3D(int, int, int, TextureFormat, bool, bool)
Create a new empty 3D Texture.
public Texture3D(int width, int height, int depth, TextureFormat textureFormat, bool mipChain, bool createUninitialized)
Parameters
Width of texture in pixels.
Height of texture in pixels.
Depth of texture in pixels.
Texture data format.
Determines whether the texture has mipmaps or not. A value of 1 (true) means the texture does have mipmaps, and a value of 0 (false) means the texture doesn't have mipmaps.
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
3D textures can be thought of as a box of pixels, with width, height and depth. Note that large textures can consume a lot of memory, for example a 1024x512x256 texture with TextureFormat.ARGB32 format and no mipmaps will consume 512MB of memory.
Note that this class does not support Texture3D creation with a Crunch compression TextureFormat.
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.
Additional Resources: Texture3D.SetPixel, Texture3D.SetPixels, Texture3D.SetPixels32, Texture3D.Apply functions.
Texture3D(int, int, int, TextureFormat, bool, IntPtr)
Create a new empty 3D Texture.
public Texture3D(int width, int height, int depth, TextureFormat textureFormat, bool mipChain, IntPtr nativeTex)
Parameters
Width of texture in pixels.
Height of texture in pixels.
Depth of texture in pixels.
Texture data format.
Determines whether the texture has mipmaps or not. A value of 1 (true) means the texture does have mipmaps, and a value of 0 (false) means the texture doesn't have mipmaps.
External native texture pointer to use. Defaults to generating its own internal native texture.
Remarks
3D textures can be thought of as a box of pixels, with width, height and depth. Note that large textures can consume a lot of memory, for example a 1024x512x256 texture with TextureFormat.ARGB32 format and no mipmaps will consume 512MB of memory.
Note that this class does not support Texture3D creation with a Crunch compression TextureFormat.
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.
Additional Resources: Texture3D.SetPixel, Texture3D.SetPixels, Texture3D.SetPixels32, Texture3D.Apply functions.