using System.Collections; using System.Collections.Generic; using UnityEngine; public class MipmapsTest : MonoBehaviour { public static MeshRenderer mr; public static Texture2D t1; // Start is called before the first frame update void Start() { mr = (MeshRenderer)GetComponent(typeof(MeshRenderer)); t1 = mr.material.mainTexture as Texture2D; //t1.requestedMipmapLevel = 5; //加载第5等级mipmap //t1.ClearRequestedMipmapLevel();可以清空加载mipmap的等级 } void OnGUI() { GUILayout.Label("requestedMipmapLevel " + t1.requestedMipmapLevel + ""); GUILayout.Label("当前实际加载的mipmap等级 " + t1.desiredMipmapLevel + ""); GUILayout.Label("streamingMipmaps " + t1.streamingMipmaps + ""); GUILayout.Label("loadedMipmapLevel" + t1.loadedMipmapLevel + ""); GUILayout.Label("loadingMipmapLevel " + t1.loadingMipmapLevel + ""); GUILayout.Label("streamingMipmapsPriority " + t1.streamingMipmapsPriority + ""); GUILayout.Label("mipMapBias " + t1.mipMapBias + ""); if (GUILayout.Button("调整mipmap等级(模糊) +")) { t1.mipMapBias += 1f; //更模糊 } if (GUILayout.Button("调整mipmap等级(清楚) -")) { t1.mipMapBias -= 1f; //更清楚 } } }