textures | Array of textures to pack into the atlas. |
padding | Padding in pixels between the packed textures. |
maximumAtlasSize | Maximum size of the resulting texture. |
makeNoLongerReadable | Should the texture be marked as no longer readable? |
Packs multiple Textures into a texture atlas.
maximumAtlasSize
in
each dimension. If the input textures can't all fit into a texture atlas of the desired size then they will be
scaled down to fit.The atlas will have DXT1 format if all input textures are DXT1 compressed.
If all input textures are compressed in DXT1 or DXT5 formats
then the atlas will be in DXT5 format. If any input texture is not compressed then the atlas will
be in ARGB32 uncompressed format.If none of the input textures have mipmaps then the atlas will also have no mipmaps.If you use non-zero padding and the atlas is compressed and has mipmaps then the lower-level mipmaps might not be
exactly the same as in the original texture due to compression restrictions.If makeNoLongerReadable
is true
then the texture will be marked as no longer readable
and memory will be freed after uploading to the GPU.
By default makeNoLongerReadable
is set to false
.// Source textures. var atlasTextures: Texture2D[]; // Rectangles for individual atlas textures. var rects: Rect[]; function Start () { // Pack the individual textures into the smallest possible space, // while leaving a two pixel gap between their edges. var atlas = new Texture2D(8192, 8192); rects = atlas.PackTextures(atlasTextures, 2, 8192); }
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { public Texture2D[] atlasTextures; public Rect[] rects; void Start() { Texture2D atlas = new Texture2D(8192, 8192); rects = atlas.PackTextures(atlasTextures, 2, 8192); } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): public atlasTextures as (Texture2D) public rects as (Rect) def Start() as void: atlas as Texture2D = Texture2D(8192, 8192) rects = atlas.PackTextures(atlasTextures, 2, 8192)