FilterMode
How do I use Filter Mode
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
Line | Code | Ex.. |
---|---|---|
152 | tex.filterMode = FilterMode.Point; | 1 |
186 | tex.filterMode = FilterMode.Point; | 2 |
166 | textureImporter.filterMode = FilterMode.Point; | 3 |
File name: ReorderableListResources.cs
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147 public static Texture2D CreatePixelTexture( string name, Color color )
148 {
149 var tex = new Texture2D( 1, 1, TextureFormat.ARGB32, false, true );
150 tex.name = name;
151 tex.hideFlags = HideFlags.HideAndDontSave;
152 tex.filterMode = FilterMode.Point;
153 tex.SetPixel( 0, 0, color );
154 tex.Apply();
155 return tex;
156 }
File name: ReorderableListResources.cs
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168 private static void LoadResourceAssets()
169 {
170 var skin = EditorGUIUtility.isProSkin ? s_DarkSkin : s_LightSkin;
171 s_Cached = new Texture2D[ skin.Length ];
172
173 for( int i = 0; i < s_Cached.Length; ++i )
174 {
175 // Get image data (PNG) from base64 encoded strings.
176 byte[] imageData = Convert.FromBase64String( skin[ i ] );
177
178 // Gather image size from image data.
179 int texWidth, texHeight;
180 GetImageSize( imageData, out texWidth, out texHeight );
181
182 // Generate texture asset.
183 var tex = new Texture2D( texWidth, texHeight, TextureFormat.ARGB32, false, true );
184 tex.hideFlags = HideFlags.HideAndDontSave;
185 tex.name = "(Generated) ReorderableList:" + i;
186 tex.filterMode = FilterMode.Point;
187 tex.LoadImage( imageData );
188
189 s_Cached[ i ] = tex;
190 }
191
192 s_LightSkin = null;
193 s_DarkSkin = null;
194 }
File name: TiledAssetPostProcessor.cs
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150 private void OnPreprocessTexture()
151 {
152 if (!UseThisImporter())
153 return;
154
155 TextureImporter textureImporter = this.assetImporter as TextureImporter;
156 textureImporter.textureType = TextureImporterType.Default;
157 textureImporter.npotScale = TextureImporterNPOTScale.None;
158 textureImporter.convertToNormalmap = false;
159 textureImporter.lightmap = false;
160 textureImporter.alphaIsTransparency = true;
161 textureImporter.grayscaleToAlpha = false;
162 textureImporter.linearTexture = false;
163 textureImporter.spriteImportMode = SpriteImportMode.None;
164 textureImporter.mipmapEnabled = false;
165 textureImporter.generateCubemap = TextureImporterGenerateCubemap.None;
166 textureImporter.filterMode = FilterMode.Point;
167 textureImporter.wrapMode = TextureWrapMode.Clamp;
168 textureImporter.textureFormat = TextureImporterFormat.AutomaticTruecolor;
169 }
FilterMode 170 lượt xem
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