SetPixel(int, int, Color, int)
Sets the pixel color at coordinates ( x, y ).
Read time 2 minutesLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
public void SetPixel(int x, int y, Color color, int mipLevel)
Parameters
The x coordinate of the pixel to set. The range is through (texture width - 1).
0The y coordinate of the pixel to set. The range is through (texture height - 1).
0The color to set.
The mipmap level to write to. The range is through the texture's Texture.mipmapCount. The default value is .
00Remarks
This method sets pixel data for the texture in CPU memory. Texture.isReadable must be , and you must call Texture2D.Apply after to upload the changed pixels to the GPU.
trueSetPixelTexture2D.Apply is an expensive operation because it copies all the pixels in the texture even if you've only changed some of the pixels, so change as many pixels as possible before you call it.
SetPixelThe lower left corner is (0, 0). If the pixel coordinate is outside the texture's dimensions, Unity clamps or repeats it, depending on the texture's TextureWrapMode.
If you need to get a large block of pixels, it might be faster to use Texture2D.SetPixels32.
You can use with the following texture formats:
SetPixel- Alpha8
- ARGB32
- ARGB4444
- BGRA32
- R16
- R16_SIGNED
- R8
- R8_SIGNED
- RFloat
- RG16
- RG16_SIGNED
- RG32
- RG32_SIGNED
- RGB24
- RGB24_SIGNED
- RGB48
- RGB48_SIGNED
- RGB565
- RGB9e5Float
- RGBA32
- RGBA32_SIGNED
- RGBA4444
- RGBA64
- RGBA64_SIGNED
- RGBAFloat
- RGBAHalf
- RGFloat
- RGHalf
- RHalf
For all other formats, Unity ignores .
SetPixelAdditional Resources: Texture2D.SetPixels, Texture2D.SetPixelData, Texture2D.GetPixel, Texture2D.Apply.
Examples
using UnityEngine;using System.Collections;public class ExampleClass : MonoBehaviour{ void Start() { Texture2D texture = new Texture2D(128, 128); GetComponent<Renderer>().material.mainTexture = texture; for (int y = 0; y < texture.height; y++) { for (int x = 0; x < texture.width; x++) { Color color = ((x & y) != 0 ? Color.white : Color.gray); texture.SetPixel(x, y, color); } } texture.Apply(); }}