DrawTexture3DVolume(Texture, float, float, FilterMode, bool, Gradient)
Draws a 3D texture using Volume rendering mode in 3D space.
Read time 1 minuteLast updated 10 days ago
Definition
- Type: Method
- Namespace: UnityEditor
- Assembly: UnityEditor
public static void DrawTexture3DVolume(Texture texture, float opacity = 1, float qualityModifier = 1, FilterMode filterMode = FilterMode.Bilinear, bool useColorRamp = false, Gradient customColorRamp = null)
Parameters
The volumetric texture to draw.
The non-linear volume opacity modifier. Use this to control the opacity of the visualization. Valid values are 0-1, inclusive. A value of 1 is fully opaque and a value of 0 is fully transparent. The default value is 1.
Sets the sample per texture pixel count. Higher values result in a higher quality render. The default value is 1.
Sets the texture filtering mode to use.
Enables color ramp visualization.
The custom gradient that Unity uses as a color ramp. If this is not specified, Unity uses Google Turbo color ramp.
Remarks

Teapot volume rendered with a gradient that has a transparent black outline.

Noise volume with fire gradient applied.
using UnityEditor;using UnityEngine;[ExecuteInEditMode]public class Reference : MonoBehaviour{ public Texture3D texture; public float alpha = 1; public float quality = 1; public FilterMode filterMode; public bool useColorRamp; public bool useCustomColorRamp; // We should initialize this gradient before using it as a custom color ramp public Gradient customColorRampGradient;}[CanEditMultipleObjects][CustomEditor(typeof(Reference))]public class Handle : Editor{ private void OnSceneViewGUI(SceneView sv) { Object[] objects = targets; foreach (var obj in objects) { Reference reference = obj as Reference; if (reference != null && reference.texture != null) { Handles.matrix = reference.transform.localToWorldMatrix; Handles.DrawTexture3DVolume(reference.texture, reference.alpha, reference.quality, reference.filterMode, reference.useColorRamp, reference.useCustomColorRamp ? reference.customColorRampGradient : null); } } } void OnEnable() { SceneView.duringSceneGui += OnSceneViewGUI; } void OnDisable() { SceneView.duringSceneGui -= OnSceneViewGUI; }}