using UnityEngine; namespace TAO.VertexAnimation { public static class VA_Texture2DArrayUtils { public static Texture2DArray CreateTextureArray(Texture2D[] a_textures, bool a_useMipChain, bool a_isLinear, TextureWrapMode a_wrapMode = TextureWrapMode.Repeat, FilterMode a_filterMode = FilterMode.Bilinear, int a_anisoLevel = 1, string a_name = "") { if(!IsValidForTextureArray(a_textures)) { return null; } Texture2DArray textureArray = new Texture2DArray(a_textures[0].width, a_textures[0].height, a_textures.Length, a_textures[0].format, a_useMipChain, a_isLinear); for (int i = 0; i < a_textures.Length; i++) { Graphics.CopyTexture(a_textures[i], 0, 0, textureArray, i, 0); } textureArray.wrapMode = a_wrapMode; textureArray.filterMode = a_filterMode; textureArray.anisoLevel = a_anisoLevel; textureArray.name = a_name; textureArray.Apply(false, false); return textureArray; } public static bool IsValidForTextureArray(Texture2D[] a_textures) { if (a_textures == null || a_textures.Length <= 0) { Debug.LogError("No textures assigned!"); return false; } for (int i = 0; i < a_textures.Length; i++) { if (a_textures[i] == null) { Debug.LogError("Texture " + i.ToString() + " not assigned!"); return false; } if (a_textures[0].width != a_textures[i].width || a_textures[0].height != a_textures[i].height) { Debug.LogError("Texture " + a_textures[i].name + " has a different size!"); return false; } if (a_textures[0].format != a_textures[i].format || a_textures[0].graphicsFormat != a_textures[i].graphicsFormat) { Debug.LogError("Texture " + a_textures[i].name + " has a different format/graphics format!"); return false; } } return true; } } }