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Unity Engine


Texture2DArray

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

Definition

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

Texture2DArray(int, int, int, GraphicsFormat, TextureCreationFlags)

Create a new texture array.
public Texture2DArray(int width, int height, int depth, GraphicsFormat format, TextureCreationFlags flags)

Parameters

width

Width of texture array in pixels.

height

Height of texture array in pixels.

depth

Number of elements in the texture array.


flags

TextureCreationFlags

Remarks

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. Use Texture2DArray.SetPixels, Texture2DArray.SetPixels32 or Graphics.CopyTexture functions for that.
Note that this class does not support Texture2DArray creation with a Crunch compression TextureFormat.
When you enable mipmap limits with a
mipmapLimitDescriptor
, a readable CPU copy is required for the texture to reupload when quality settings change. If the texture is made nonreadable (see Texture2DArray.Apply), the uploaded resolution will no longer adapt to the active quality level.

Texture2DArray(int, int, int, TextureFormat, int, bool, bool, MipmapLimitDescriptor)

Create a new texture array.
public Texture2DArray(int width, int height, int depth, TextureFormat textureFormat, int mipCount, bool linear, bool createUninitialized, MipmapLimitDescriptor mipmapLimitDescriptor)

Parameters

width

Width of texture array in pixels.

height

Height of texture array in pixels.

depth

Number of elements in the texture array.

textureFormat

Format of the texture.

mipCount

Amount of mips to allocate for the texture array.

linear

Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.

createUninitialized

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.

mipmapLimitDescriptor

Determines whether the texture uses a mipmap limit, and which mipmap limit to use. See MipmapLimitDescriptor

Remarks

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. Use Texture2DArray.SetPixels, Texture2DArray.SetPixels32 or Graphics.CopyTexture functions for that.
Note that this class does not support Texture2DArray creation with a Crunch compression TextureFormat.
When you enable mipmap limits with a
mipmapLimitDescriptor
, a readable CPU copy is required for the texture to reupload when quality settings change. If the texture is made nonreadable (see Texture2DArray.Apply), the uploaded resolution will no longer adapt to the active quality level.

Texture2DArray(int, int, int, TextureFormat, int, bool, bool)

Create a new texture array.
public Texture2DArray(int width, int height, int depth, TextureFormat textureFormat, int mipCount, bool linear, bool createUninitialized)

Parameters

width

Width of texture array in pixels.

height

Height of texture array in pixels.

depth

Number of elements in the texture array.

textureFormat

Format of the texture.

mipCount

Amount of mips to allocate for the texture array.

linear

Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.

createUninitialized

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

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. Use Texture2DArray.SetPixels, Texture2DArray.SetPixels32 or Graphics.CopyTexture functions for that.
Note that this class does not support Texture2DArray creation with a Crunch compression TextureFormat.
When you enable mipmap limits with a
mipmapLimitDescriptor
, a readable CPU copy is required for the texture to reupload when quality settings change. If the texture is made nonreadable (see Texture2DArray.Apply), the uploaded resolution will no longer adapt to the active quality level.

Texture2DArray(int, int, int, TextureFormat, int, bool)

Create a new texture array.
public Texture2DArray(int width, int height, int depth, TextureFormat textureFormat, int mipCount, bool linear)

Parameters

width

Width of texture array in pixels.

height

Height of texture array in pixels.

depth

Number of elements in the texture array.

textureFormat

Format of the texture.

mipCount

Amount of mips to allocate for the texture array.

linear

Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.

Remarks

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. Use Texture2DArray.SetPixels, Texture2DArray.SetPixels32 or Graphics.CopyTexture functions for that.
Note that this class does not support Texture2DArray creation with a Crunch compression TextureFormat.
When you enable mipmap limits with a
mipmapLimitDescriptor
, a readable CPU copy is required for the texture to reupload when quality settings change. If the texture is made nonreadable (see Texture2DArray.Apply), the uploaded resolution will no longer adapt to the active quality level.

Texture2DArray(int, int, int, TextureFormat, bool, bool, bool)

Create a new texture array.
public Texture2DArray(int width, int height, int depth, TextureFormat textureFormat, bool mipChain, bool linear, bool createUninitialized)

Parameters

width

Width of texture array in pixels.

height

Height of texture array in pixels.

depth

Number of elements in the texture array.

textureFormat

Format of the texture.

mipChain

Should mipmaps be created?

linear

Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.

createUninitialized

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

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. Use Texture2DArray.SetPixels, Texture2DArray.SetPixels32 or Graphics.CopyTexture functions for that.
Note that this class does not support Texture2DArray creation with a Crunch compression TextureFormat.
When you enable mipmap limits with a
mipmapLimitDescriptor
, a readable CPU copy is required for the texture to reupload when quality settings change. If the texture is made nonreadable (see Texture2DArray.Apply), the uploaded resolution will no longer adapt to the active quality level.

Texture2DArray(int, int, int, TextureFormat, bool, bool)

Create a new texture array.
public Texture2DArray(int width, int height, int depth, TextureFormat textureFormat, bool mipChain, bool linear)

Parameters

width

Width of texture array in pixels.

height

Height of texture array in pixels.

depth

Number of elements in the texture array.

textureFormat

Format of the texture.

mipChain

Should mipmaps be created?

linear

Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.

Remarks

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. Use Texture2DArray.SetPixels, Texture2DArray.SetPixels32 or Graphics.CopyTexture functions for that.
Note that this class does not support Texture2DArray creation with a Crunch compression TextureFormat.
When you enable mipmap limits with a
mipmapLimitDescriptor
, a readable CPU copy is required for the texture to reupload when quality settings change. If the texture is made nonreadable (see Texture2DArray.Apply), the uploaded resolution will no longer adapt to the active quality level.