CubemapArray

Struct CubemapArray 

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pub struct CubemapArray {
Show 15 fields pub m_ColorSpace: i32, pub m_CubemapCount: i32, pub m_DataSize: u32, pub m_Format: i32, pub m_IsReadable: bool, pub m_MipCount: i32, pub m_Name: String, pub m_TextureSettings: GLTextureSettings, pub m_Width: i32, pub image_data: Option<Vec<u8>>, pub m_DownscaleFallback: Option<bool>, pub m_ForcedFallbackFormat: Option<i32>, pub m_IsAlphaChannelOptional: Option<bool>, pub m_StreamData: Option<StreamingInfo>, pub m_UsageMode: Option<i32>,
}
Expand description

CubemapArray is a class of the Unity engine since version 5.5.0f3. Exert from Unity’s scripting documentation: Class for handling Cubemap arrays. Modern graphics APIs (e.g. D3D10.1 and later, OpenGL 4.0 and later, Metal on macOS, PS4) support “cubemap arrays”,

which are arrays of same size & format cubemaps. From the shader side, they are treated as a single resource, and sampling

them needs an extra coordinate that indicates which array element to sample from.Typically cubemap arrays are useful for implementing efficient reflection probe, lighting and shadowing systems

(all reflection/cookie/shadow cubemaps in a single array).Cubemap arrays do not have an import pipeline for them, and must be created from code, either at runtime or in editor

scripts. Using Graphics.CopyTexture is useful for fast copying of pixel data from regular Cubemap textures into

elements of a cubemap array. From editor scripts, a common way of creating serialized cubemap array is to create it,

fill with data (either via Graphics.CopyTexture from regular cubemaps, or via SetPixels or

SetPixels32) and save it as an asset via AssetDatabase.CreateAsset.Note that not all platforms and GPUs support cubemap arrays. Use SystemInfo.supportsCubemapArrayTextures to check. Also, this class does not support CubemapArray creation with a Crunch compression TextureFormat.

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§m_ColorSpace: i32§m_CubemapCount: i32

Number of cubemaps in the array (Read Only).

§m_DataSize: u32§m_Format: i32

Texture format (Read Only).

§m_IsReadable: bool

Whether Unity stores an additional copy of this texture’s pixel data in CPU-addressable memory.

§m_MipCount: i32§m_Name: String

The name of the object.

§m_TextureSettings: GLTextureSettings§m_Width: i32

Width of the Texture in pixels (Read Only).

§image_data: Option<Vec<u8>>

Vec: (5.5.0f3 - 2022.3.2f1)

§m_DownscaleFallback: Option<bool>

bool: (2017.3.0b1 - 2022.3.2f1)

§m_ForcedFallbackFormat: Option<i32>

i32: (2017.3.0b1 - 2022.3.2f1)

§m_IsAlphaChannelOptional: Option<bool>

bool: (2020.2.0b1 - 2022.3.2f1)

§m_StreamData: Option<StreamingInfo>

StreamingInfo: (5.6.0b1 - 2022.3.2f1)

§m_UsageMode: Option<i32>

i32: (2020.2.0b1 - 2022.3.2f1)

Trait Implementations§

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impl Debug for CubemapArray

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for CubemapArray

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for CubemapArray

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> DeserializeOwned for T
where T: for<'de> Deserialize<'de>,