Astra Unity 2.6.6
Astra Unity Plugin
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These are the options to feed into the texture jobs In most cases the defaults are fine and you should leave them as-is More...
Public Attributes | |
string | srcGuid = null |
We know we want a texture, but it's a guid that lives in the Astra Cloud/DB | |
string | dstGuid = null |
If we alter the original texture, we may generate a new GUID in some circumstances (such as a derived hash/guid) | |
Texture | srcTexture = null |
Texture | dstTexture = null |
PrimitiveTexture | srcPrimitiveTexture = null |
PrimitiveTexture | dstPrimitiveTexture = null |
bool | replaceSrc = false |
If false, we'll instantiate a new texture (or write to an existing destination texture) If true, write to the srcTexture (or copy back over to it) | |
bool | destroySrc = true |
If replaceSrc = false, should we destroy the original src texture when our job is done? If replaceSrc = true, does nothing | |
bool | updateMipmaps = true |
When sending to the gpu, should we recalculate mipmaps if you don't need to, set to false | |
bool | destroyCPUCopy = true |
In most cases you won't need a copy accessible to cpu If this is true it means GetPixels won't work The reason you want this on is it prevents a 2nd copy of memory used | |
bool | isDstReadable = false |
Is the destination texture readable, this will get set to false if sent to the GPU and destroyCPUCopy is true | |
bool | linear = false |
Should the resulting texture be linear? | |
bool | mipmap = true |
Should the resulting texture use mipmaps? | |
bool | sendToGPU = true |
When we're done processing the texture, should we send dstTexture2D to the GPU This is only fired if dstTexture2D is not null and sendToGPU = true (default) NOTE: this means we're going to call Texture2D.Apply | |
bool | isSentToGPU = false |
TextureRequestPriority | priority = TextureRequestPriority.Normal |
Alters how much latency/async/blocking is performed, defaults to normal (balanced) | |
bool | getNativeBytes = false |
If true will result in a NativeBuffer being filled This is more efficient and can be read on a side thread if desired | |
NativeArray< byte > | dstNativeBuffer |
bool | selfAllocateNativeBuffer = true |
bool | getTexture = true |
If true (default), means that the resulting operation should result in a texture as an output This texture will be in dstTexture | |
bool | compress = false |
Do you want the result texture to be compressed, only suitable if the final output is not a render texture | |
TextureFormat | dstTexture2DFormat = 0 |
If not 0 will create the resulting texture using this format vs auto | |
RenderTextureFormat | dstRenderTextureFormat = 0 |
If not 0 will create the resulting render texture using this format vs auto | |
TextureJob | job = null |
A circular reference to the origin job that spwaned the request | |
int | parentJobId = Astra.Job.kNoParentJobId |
These are the options to feed into the texture jobs In most cases the defaults are fine and you should leave them as-is