GetPixels
Gets the pixel color data for part of a mipmap level as Color structs.
Read time 3 minutesLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
GetPixels(int, int, int, int, int)
Gets the pixel color data for part of a mipmap level as Color structs.
public Color[] GetPixels(int x, int y, int blockWidth, int blockHeight, int miplevel)
Parameters
The starting x position of the section to fetch.
The starting y position of the section to fetch.
The width of the section to fetch.
The height of the section to fetch.
The mipmap level to read from. The range is through the texture's Texture.mipmapCount. The default value is .
00Returns
Type | Description |
|---|---|
| Color[] | An array that contains the pixel colors. |
Remarks
This version of returns part of a mipmap level instead of the whole mipmap level.
GetPixelsExamples
// Get a rectangular area of a texture and place it into// a new texture the size of the rectangle.using UnityEngine;using System.Collections;public class ExampleClass : MonoBehaviour{ // Source texture and the rectangular area we want to extract. public Texture2D sourceTex; public Rect sourceRect; void Start() { int x = Mathf.FloorToInt(sourceRect.x); int y = Mathf.FloorToInt(sourceRect.y); int width = Mathf.FloorToInt(sourceRect.width); int height = Mathf.FloorToInt(sourceRect.height); Color[] pix = sourceTex.GetPixels(x, y, width, height); Texture2D destTex = new Texture2D(width, height); destTex.SetPixels(pix); destTex.Apply(); // Set the current object's texture to show the // extracted rectangle. GetComponent<Renderer>().material.mainTexture = destTex; }}
GetPixels(int)
Gets the pixel color data for a mipmap level as Color structs.
public Color[] GetPixels(int miplevel)
Parameters
The mipmap level to get. The range is through the texture's Texture.mipmapCount. The default value is .
00Returns
Type | Description |
|---|---|
| Color[] | An array that contains the pixel colors. |
Remarks
This method gets pixel data from the texture in CPU memory. Texture.isReadable must be .
trueThe array contains the pixels row by row, starting at the bottom left of the texture. The size of the array is the width × height of the mipmap level.
Each pixel is a Color struct. might be slower than some other texture methods because it converts the format the texture uses into Color. also needs to decompress compressed textures, and use memory to store the decompressed area. To get pixel data more quickly, use Texture2D.GetPixelData instead.
GetPixelsGetPixelsA single call to is usually faster than multiple calls to Texture2D.GetPixel, especially for large textures.
GetPixelsIf fails, Unity throws an exception. might fail if the array contains too much data. Use Texture2D.GetPixelData or Texture2D.GetRawTextureData instead for very large textures.
GetPixelsGetPixelsYou can't use with textures that use Crunch texture compression. Use Texture2D.GetPixels32 instead.
GetPixelusing UnityEngine;public class Texture2DExample : MonoBehaviour{ public Texture2D source; public Texture2D destination; void Start() { // Get a copy of the color data from the source Texture2D, in high-precision float format. // Each element in the array represents the color data for an individual pixel. int sourceMipLevel = 0; Color[] pixels = source.GetPixels(sourceMipLevel); // If required, manipulate the pixels before applying them to the destination Texture2D. // This example code reverses the array, which rotates the image 180 degrees. System.Array.Reverse(pixels, 0, pixels.Length); // Set the pixels of the destination Texture2D. int destinationMipLevel = 0; destination.SetPixels(pixels, destinationMipLevel); // Apply changes to the destination Texture2D, which uploads its data to the GPU. destination.Apply(); }}
Additional Resources: Texture2D.SetPixels, mipmapCount, Texture2D.GetPixelData, Texture2D.GetPixels32.