《UnityAPI.Texture纹理》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Texture+mipMapBias+wrapMode+立钻哥哥++OK++)

《UnityAPI.Texture纹理》

《UnityAPI.Texture纹理》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Texture+mipMapBias+wrapMode+立钻哥哥++OK++)_第1张图片

版本

作者

参与者

完成日期

备注

UnityAPI_Texture_V01_1.0

严立钻

 

2020.05.30

 

 

 

 

 

 

 

#《UnityAPI.Texture纹理》发布说明:

++++“UnityAPI.Texture纹理是对UnityAPITexture纹理类的剖析和拓展

立钻哥哥:Unity是一个入门快、提高难的游戏引擎,想要提升能力,至少需要越过3道坎:API+Shader+综合能力

++1、API的积累:API的合理利用不仅可以减轻自己的编码负担,而且往往可以提高程序的运行效率;这也是钻哥开始“Unity API”独立打造分类的初衷

++2、Shader编程:想要做出一款精品游戏往往需要有高效的Shader的支持;Unity提供了一套改良的“Shader Lab”系统,优化了繁杂的“Open GL”编程

++3、综合能力(技术+业务+管理):一款产品的制作除了功能编程外,往往会涉及很多其他领域,例如产品架构、UI交互设计、模型制作等,作为主要的编程人员,对其他相关领域的了解程序往往会影响到产品制作直至最后的产品体验

++++立钻哥哥一直在推动【VR云游戏=Unity+SteamVR+云技术+5G+AI,这个只是一个引子,抛砖引玉让大家对整个知识体系有一个明确的落地方向,宝宝们可以根据自己的兴趣方向进行拓展:比如Unity这里是指一种“3D游戏引擎”,也可拓展至“UE4Cocos2dx”等游戏引擎;SteamVR是一种跨硬件解决方案,也可拓展至“VRTK”等第三方插件;“云技术+5G”是一种跨平台解决方案的核心技术,同样可拓展至其他平台解决方案;AI也是一种先进技术的举例,也可以拓展至任何一种前沿技术

 

@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)

 

$$$$博客溯源:

《UnityAPI.Texture纹理》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Texture+mipMapBias+wrapMode+立钻哥哥++OK++)_第2张图片

 

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

 

 

#Texture纹理

#Texture纹理

#Texture纹理

++A1、Description描述

++B2、Variables变量

++C3、Public Function共有函数

++D4、Message消息

《UnityAPI.Texture纹理》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Texture+mipMapBias+wrapMode+立钻哥哥++OK++)_第3张图片

 

 

 

 

#A1、Description描述

#A1、Description描述

++A1、Description描述

++++立钻哥哥:Texture(纹理)是纹理处理的基类;包含的功能公用于Texture2DRenderTexture

++++[namespace]:UnityEngine

++++[Inherits from]:Object

++++[Object]:https://blog.csdn.net/VRunSoftYanlz/article/details/106202194

《UnityAPI.Texture纹理》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Texture+mipMapBias+wrapMode+立钻哥哥++OK++)_第4张图片

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++[Unity快速入门]:https://blog.csdn.net/VRunSoftYanlz/article/details/105776475

++++[UnityAPI目录]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533906

++++[Application应用]:https://blog.csdn.net/VRunSoftYanlz/article/details/106086327

++++[Object对象]:https://blog.csdn.net/VRunSoftYanlz/article/details/106202194

++++[GameObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106223815

++++[MonoBehaviour]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533256

++++[Component组件]:https://blog.csdn.net/VRunSoftYanlz/article/details/106367004

++++[Camera摄像机]:https://blog.csdn.net/VRunSoftYanlz/article/details/106148837

++++[Shader着色器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106321040

++++[Material材质]:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

++++[Physics物理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106268062

++++[RaycastHit]:https://blog.csdn.net/VRunSoftYanlz/article/details/106292370

++++[ParticleSystem]:https://blog.csdn.net/VRunSoftYanlz/article/details/106341995

++++[WWW万维网]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412890

++++[LineRenerer]:https://blog.csdn.net/VRunSoftYanlz/article/details/106306388

++++[WheelCollider]:https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

++++[MovieTexture]:https://blog.csdn.net/VRunSoftYanlz/article/details/106434063

《UnityAPI.Texture纹理》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Texture+mipMapBias+wrapMode+立钻哥哥++OK++)_第5张图片

 

 

 

 

 

#B2、Variables变量

#B2、Variables变量

++B2、Variables变量

++++B2.1、anisoLevel

++++B2.2、filterMode

++++B2.3、height

++++B2.4、mipMapBias

++++B2.5、width

++++B2.6、wrapMode

++++B2.7、YanlzXREngine.Texture.Variables

《UnityAPI.Texture纹理》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Texture+mipMapBias+wrapMode+立钻哥哥++OK++)_第6张图片

 

 

++B2.1、anisoLevel

++B2.1、anisoLevel

++B2.1、anisoLevel

++++立钻哥哥:各向异性等级

public int anisoLevel;

++++纹理的各向异性过滤等级

++++各向异性过滤使纹理在一个较小角度查看时,看起来效果更好,但是会增加图形硬件的性能开销,通常使用它对地板、地面或道路的纹理使其看起来更好

++++此变量的值的范围从1-9,其中1等于没有过滤而9等于完全过滤;值越大,纹理在小角度看时显得更清晰;较低的值表示纹理在小角度显得更模糊

 

 

 

 

 

++B2.2、filterMode

++B2.2、filterMode

++B2.2、filterMode

++++立钻哥哥:过滤模式

public FilterMode filterMode;

++++纹理的过滤模式

 

 

 

 

 

++B2.3、height

++B2.3、height

++B2.3、height

++++立钻哥哥:高度

public int height;

++++纹理的像素高度(只读)

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzTexture : MonoBehaviour{

    public Texture texture;

 

    void Start(){

        Debug.Log(立钻哥哥:Size is  + texture.width +  by  + texture.height);

    }    //立钻哥哥:void Start(){}

 

}    //立钻哥哥:public class YanlzTexture{}

 

 

 

 

 

++B2.4、mipMapBias

++B2.4、mipMapBias

++B2.4、mipMapBias

++++立钻哥哥:多级纹理偏移量

public float minMapBias;

++++多级纹理偏移量

++++正的偏移量使贴图显得格外模糊,而负的偏移量则会锐化贴图的纹理;注意:使用较大的负偏移量时,会降低性能,因此不建议使用小于-0.5的负偏移量;在大多数情况下,实现更好地锐化纹理的方法是可以利用各向异性过滤

++++[MipMap]:MIP来源于拉丁文中的multum in parvo,意为在一个小空间里的多数;MIP map(有时候拼写成mipmap)是一种电脑图形图像技术,用于在三维图像的二维代替物中达到立体感效应;MIP map技术与材质贴图以多重图像的形式表现出来并代表平面纹理:尺寸最大的图像放在前面显著的位置,而相对较小的图像则后退到背景区域;每一个不同的尺寸等级定义成一个MIP map水平;MIP map技术帮助避免了不想要的锯齿边缘(称为锯齿状图形)在图像中出现,这种锯齿状图形可能是由于在不同分辨率下使用bit map图像产生的

++++[MipMap纹理技术]:在三维世界中,显示一张图的大小与摄像机的位置有关,近的地方,图片实际像素就大一些,远的地方图片实际像素就会小一些,就要进行一些压缩,例如一张64*64的图,在近处,显示出来可能是50*50,在远处可能显示出来的是20*20;如果只限于简单的丢掉某些像素,将会使缩小后的图片损失很多细节,图片变得很粗糙,因此,图形学有很多复杂的方法来处理缩小图片的问题,使得缩小后的图片依然清晰,然而,这些计算都会耗费一定的时间;Mipmap纹理技术是目前解决纹理分辨率与视点距离关系的最有效途径,它会先将图片压缩成很多逐渐缩小的图片,例如一张64*64的图片,会产生64*64,32*32,16*16,8*8,4*4,2*2,1*17张图片,当屏幕上需要绘制像素点为20*20时,程序只是利用32*3216*16这两张图片来计算出即将显示为20*20大小的一个图片,这比单独利用32*32的那张原始片计算出来的图片效果要好得多,速度也更快

 

 

 

 

 

++B2.5、width

++B2.5、width

++B2.5、width

++++立钻哥哥:宽度

public int width;

++++纹理的像素宽度(只读)

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzTexture : MonoBehaviour{

    public Texture texture;

 

    void Start(){

        Debug.Log(立钻哥哥:Size is  + texture.width +  by  + texture.height);

    }    //立钻哥哥:void Start(){}

 

}    //立钻哥哥:public class YanlzTexture{}

 

 

 

 

 

++B2.6、wrapMode

++B2.6、wrapMode

++B2.6、wrapMode

++++立钻哥哥:循环模式

public TextureWrapMode wrapMode;

++++纹理的循环模式(重复或钳制)

++++设置纹理充满拉伸使用TextureWrapMode.Clamp,纹理重复平铺使用TextureWrapMode.Repeat

 

 

 

 

 

 

 

#C3、Public Functions公有函数

#C3、Public Function公有函数

++C3、Public Function公有函数

++++C3.1、GetNativeTexturePtr

++++C3.2、YanlzXREngine.Texture.PublicFunctions

《UnityAPI.Texture纹理》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Texture+mipMapBias+wrapMode+立钻哥哥++OK++)_第7张图片

 

 

++C3.1、GetNativeTexturePtr

++C3.1、GetNativeTexturePtr

++C3.1、GetNativeTexturePtr

++++立钻哥哥:获取本地纹理指针

public IntPtr GetNativeTexturePtr();

++++[IntPtr]:用于表示指针或句柄的平台特定类型,它们用于本机资源,如窗口句柄

++++检索纹理的本地(硬件)指针

++++使用该函数来检索特定纹理的指针或句柄,表示在本机图形设备的级别;这用来从本机代码插件来启用纹理操作

++++像在Direct3D设备返回基本纹理类型的指针(IDirect3DBaseTexture9 on D3D9ID3D11Resource on D3D11);像在OpenGL设备返回GL纹理名称,强制转换整数类型来获取它;在Metal,返回id指针;在不支持本地代码插件的平台,该函数总是返回NULL

++++注意:当使用多线程调用这个函数,将与渲染线程同步(操作缓慢),所以最好的做法是在初始化时设置所需的纹理指针

 

 

 

 

 

 

 

#D4、Static Functions静态函数

#D4、Static Functions静态函数

++D4、Static Functions静态函数

++++D4.1、SetGlobalAnisotropicFilteringLimits

++++D4.2、YanlzXREngine.Texture.StaticFunctions

《UnityAPI.Texture纹理》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Texture+mipMapBias+wrapMode+立钻哥哥++OK++)_第8张图片

 

 

++D4.1、SetGlobalAnisotropicFilteringLimits

++D4.1、SetGlobalAnisotropicFilteringLimits

++D4.1、SetGlobalAnisotropicFilteringLimits

++++立钻哥哥:设置全局各向异性过滤限制

public static void SetGlobalAnisotropicFilteringLimits(int forcedMin, int globalMax);

++++设置各向异性限制

++++当各向异性是forced模式时,ForcedMin值控制最小各向异性级别设置;globalMax值控制最大可能的各向异性级别;设置为-1使用默认设置

 

 

 

 

 

 

 

#E5、立钻哥哥对Texture类的拓展

#E5、立钻哥哥对Texture类的拓展

《UnityAPI.Texture纹理》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Texture+mipMapBias+wrapMode+立钻哥哥++OK++)_第9张图片

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++[Unity快速入门]:https://blog.csdn.net/VRunSoftYanlz/article/details/105776475

++++[UnityAPI目录]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533906

++++[Application应用]:https://blog.csdn.net/VRunSoftYanlz/article/details/106086327

++++[Object对象]:https://blog.csdn.net/VRunSoftYanlz/article/details/106202194

++++[GameObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106223815

++++[MonoBehaviour]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533256

++++[Component组件]:https://blog.csdn.net/VRunSoftYanlz/article/details/106367004

++++[Camera摄像机]:https://blog.csdn.net/VRunSoftYanlz/article/details/106148837

++++[Shader着色器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106321040

++++[Material材质]:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

++++[Physics物理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106268062

++++[RaycastHit]:https://blog.csdn.net/VRunSoftYanlz/article/details/106292370

++++[ParticleSystem]:https://blog.csdn.net/VRunSoftYanlz/article/details/106341995

++++[WWW万维网]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412890

++++[LineRenerer]:https://blog.csdn.net/VRunSoftYanlz/article/details/106306388

++++[WheelCollider]:https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

++++[MovieTexture]:https://blog.csdn.net/VRunSoftYanlz/article/details/106434063

++++[Matrix4x4矩阵]:https://blog.csdn.net/VRunSoftYanlz/article/details/106504027

++++[Renerer渲染器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106481994

++++[AudioSource]:https://blog.csdn.net/VRunSoftYanlz/article/details/106462679

++++[AudioClip]:https://blog.csdn.net/VRunSoftYanlz/article/details/106448955

++++[Texture纹理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106448589

++++[AssetBundle]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412190

++++[ScriptableObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106392769

《UnityAPI.Texture纹理》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Texture+mipMapBias+wrapMode+立钻哥哥++OK++)_第10张图片

 

 

 

 

@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)

 

 

 

《UnityAPI.Texture纹理》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Texture+mipMapBias+wrapMode+立钻哥哥++OK++)_第11张图片

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

【XR游戏开发QQ群:784477094

++立钻哥哥推荐的拓展学习链接(Link_Url)

立钻哥哥推荐的拓展学习链接(Link_Url)

++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz/

++++虚拟现实VR资讯: https://blog.csdn.net/VRunSoftYanlz/article/details/89165846

++++HTC_VIVE开发基础https://blog.csdn.net/VRunSoftYanlz/article/details/81989970

++++Oculus杂谈https://blog.csdn.net/VRunSoftYanlz/article/details/82469850

++++Oculus安装使用https://blog.csdn.net/VRunSoftYanlz/article/details/82718982

++++Unity+SteamVR=>VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88809370

++++Unity减少VR晕眩症https://blog.csdn.net/VRunSoftYanlz/article/details/89115518

++++SteamVR简介https://blog.csdn.net/VRunSoftYanlz/article/details/86484254

++++SteamVR脚本功能分析https://blog.csdn.net/VRunSoftYanlz/article/details/86531480

++++SteamVR2.0开发指南https://blog.csdn.net/VRunSoftYanlz/article/details/86618187

++++SteamVR2.2.0开发指南https://blog.csdn.net/VRunSoftYanlz/article/details/88784527

++++SteamVR2.2.0快速入门https://blog.csdn.net/VRunSoftYanlz/article/details/88833579

++++SteamVR2.2.0交互系统https://blog.csdn.net/VRunSoftYanlz/article/details/89199778

++++SteamVR2.2.0传送机制https://blog.csdn.net/VRunSoftYanlz/article/details/89390866

++++SteamVR2.2.0教程(一)https://blog.csdn.net/VRunSoftYanlz/article/details/89324067

++++SteamVR2.2.0教程(二)https://blog.csdn.net/VRunSoftYanlz/article/details/89894097

++++SteamVR_Skeleton_Poserhttps://blog.csdn.net/VRunSoftYanlz/article/details/89931725

++++SteamVR实战之PMCorehttps://blog.csdn.net/VRunSoftYanlz/article/details/89463658

++++SteamVR/Extrashttps://blog.csdn.net/VRunSoftYanlz/article/details/86584108

++++SteamVR/Inputhttps://blog.csdn.net/VRunSoftYanlz/article/details/86601950

++++OpenXR简介https://blog.csdn.net/VRunSoftYanlz/article/details/85726365

++++VRTK杂谈https://blog.csdn.net/VRunSoftYanlz/article/details/82562993

++++VRTK快速入门(杂谈)https://blog.csdn.net/VRunSoftYanlz/article/details/82955267

++++VRTK官方示例(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82955410

++++VRTK代码结构(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82780085

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++++FrameVR示例V1003https://blog.csdn.net/VRunSoftYanlz/article/details/83066516

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++++JSON数据结构https://blog.csdn.net/VRunSoftYanlz/article/details/82026644

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++++Unity企业内训(第3讲)https://blog.csdn.net/VRunSoftYanlz/article/details/82927699

++++Unity企业内训(第4讲)https://blog.csdn.net/VRunSoftYanlz/article/details/83479776

++++Unity企业内训(第5讲)https://blog.csdn.net/VRunSoftYanlz/article/details/83963811

++++Unity企业内训(第6讲)https://blog.csdn.net/VRunSoftYanlz/article/details/84207696

++++钻哥带您了解产品原型https://blog.csdn.net/VRunSoftYanlz/article/details/87303828

++++插件https://blog.csdn.net/VRunSoftYanlz/article/details/83963905

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++++5G接入:云计算和雾计算https://blog.csdn.net/VRunSoftYanlz/article/details/88372718

++++云计算通俗讲义https://blog.csdn.net/VRunSoftYanlz/article/details/88652803

++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz

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