Texture
Inherits from: Object
In the realm of Unity, the Texture class serves as the cornerstone for all texture-based entities. Think of textures as the digital equivalent of wallpaper, bringing color and detail to an otherwise uniform 3D model. It's the artist's palette in the 3D modeling process that breathes visual vibrancy into your game world.
The Texture class encapsulates common properties and methods shared by all 2D textures and is the base class for more specific texture types, like Class.Texture2D, Class.Texture3D, and Cubemap textures. This unifying class offers a standardized way to modify and interact with textures, regardless of their specific type.
No matter if you're tweaking the glossiness of an alien skin, projecting a starry night on a skybox using a Cubemap, or generating a procedural labyrinth with a Texture3D, the Texture class is the common thread binding these diverse operations.
For a deeper dive into the Texture class and how this versatile tool helps paint elaborate graphics onto your Unity projects, the official Unity Texture documentation is a comprehensive resource.
Properties
The 'mipmapCount' property returns the total number of mipmap levels present in the Texture. Mipmaps are a sequence of textures, each of which is a progressively lower resolution representation of the same image. They are used to increase rendering speed and reduce aliasing effects. You can learn more from the official Unity documentation.
The 'width' property represents the width of the texture in pixels. Knowing the dimensions of your textures can be crucial when working with UV mapping and texture application. The official Unity documentation provides additional insights into texture manipulation.
The 'height' property specifies the height of the texture in pixels. Knowing the texture dimensions can be crucial when working with texture manipulation such as UV mapping. More information can be found in the Unity's Texture documentation.
The 'isReadable' property is a boolean flag that states if the texture data can be read or not. If set to true, scripts can read the pixel data of the texture. This is important while doing any kind of processing on the texture's pixel data. You can learn more about it from the official Unity documentation.
The 'anisoLevel' property sets the Anisotropic filtering level of the texture. This filtering enhances the image quality of textures on surfaces that are at oblique viewing angles. A higher anisotropic level means better texture quality at such angles. For more information, refer to the official Unity documentation.
The 'mipMapBias' property is used to adjust the mipmap level. Mipmaps are used to enhance the visual quality and rendering speed of scaled textures. This property allows for fine control over the use of mipmaps in your textures. The official Unity documentation provides further information.
The 'texelSize' property gives the size of a single texel (texture element). It represents the world space size of a single pixel of the texture. The official Unity documentation has more detailed information.
The 'updateCount' property shows how many times the texture has been updated since the scene was loaded. This can be used for debugging or profiling, to monitor how often a texture is updated. Refer to Unity's official documentation for more details.
The 'isDataSRGB' property determines whether the texture data is in gamma space (sRGB) or not. Gamma space is used to correct lighting calculations in computer graphics. True if the data is sRGB, false if linear. Learn more from the official Unity documentation.
Methods
The 'IncrementUpdateCount' method increments the number of times the texture has been updated. Although this method is rarely used for scripting in Unity, it can be useful for advanced texture manipulation such as writing plugins or extensions. Check the official Unity documentation for additional details.
Returns
void
This method does not return a value.
The 'SetGlobalAnisotropicFilteringLimits' method sets the limits for Anisotropic filtering which is a method enhancing the image quality of textures on surfaces that are far away and steeply angled with respect to the camera. The Unity documentation provides more information.
Parameters
forcedMin
number
The minimum limit for Anisotropic filtering.
globalMax
number
The maximum limit for Anisotropic filtering.
Returns
void
The method does not return a value.
The 'SetStreamingTextureMaterialDebugProperties' method sets debug properties for streaming texture materials. More detailed information can be found in the official Unity documentation.
Returns
void
The method does not return a value.
Updated 6 months ago