GetPixels32
Gets the pixel color data for a mipmap level as Color32 structs.
Read time 3 minutesLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
GetPixels32(int)
Gets the pixel color data for a mipmap level as Color32 structs.
public Color32[] GetPixels32(int miplevel)
Parameters
The mipmap level to get. The range is through the texture's Texture.mipmapCount. The default value is .
00Returns
Type | Description |
|---|---|
| Color32[] | 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 slice by slice starting at the front of the texture. Each slice contains the pixels row by row, starting at the bottom left of the texture. The size of the array is the width × height × depth of the mipmap level.
Each pixel is a Color32 struct. might be slower than some other texture methods because it converts the format the texture uses into Color32. To get pixel data more quickly, use Texture3D.GetPixelData instead.
GetPixels32A single call to is usually faster than multiple calls to Texture3D.GetPixel, especially for large textures.
GetPixels32If fails, Unity throws an exception. might fail if the array contains too much data. Use Texture3D.GetPixelData instead for very large textures.
GetPixels32GetPixels32using UnityEngine;public class Texture3DExample : MonoBehaviour{ public Texture3D source; public Texture3D destination; void Start() { // Get a copy of the color data from the source Texture3D, in lower-precision int format. // Each element in the array represents the color data for an individual pixel. int sourceMipLevel = 0; Color32[] pixels = source.GetPixels32(sourceMipLevel); // If required, manipulate the pixels before applying them to the destination texture. // 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 Texture3D. int destinationMipLevel = 0; destination.SetPixels32(pixels, destinationMipLevel); // Apply changes to the destination Texture3D, which uploads its data to the GPU. destination.Apply(); }}
Additional Resources: Texture3D.SetPixel, Texture3D.SetPixels, Texture3D.SetPixels32, Texture3D.GetPixel, Texture3D.GetPixelBilinear, Texture3D.GetPixels, Texture3D.GetPixelData, Texture3D.Apply functions.
GetPixels32()
Gets the pixel color data for a mipmap level as Color32 structs.
public Color32[] GetPixels32()
Returns
Type | Description |
|---|---|
| Color32[] | 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 slice by slice starting at the front of the texture. Each slice contains the pixels row by row, starting at the bottom left of the texture. The size of the array is the width × height × depth of the mipmap level.
Each pixel is a Color32 struct. might be slower than some other texture methods because it converts the format the texture uses into Color32. To get pixel data more quickly, use Texture3D.GetPixelData instead.
GetPixels32A single call to is usually faster than multiple calls to Texture3D.GetPixel, especially for large textures.
GetPixels32If fails, Unity throws an exception. might fail if the array contains too much data. Use Texture3D.GetPixelData instead for very large textures.
GetPixels32GetPixels32using UnityEngine;public class Texture3DExample : MonoBehaviour{ public Texture3D source; public Texture3D destination; void Start() { // Get a copy of the color data from the source Texture3D, in lower-precision int format. // Each element in the array represents the color data for an individual pixel. int sourceMipLevel = 0; Color32[] pixels = source.GetPixels32(sourceMipLevel); // If required, manipulate the pixels before applying them to the destination texture. // 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 Texture3D. int destinationMipLevel = 0; destination.SetPixels32(pixels, destinationMipLevel); // Apply changes to the destination Texture3D, which uploads its data to the GPU. destination.Apply(); }}
Additional Resources: Texture3D.SetPixel, Texture3D.SetPixels, Texture3D.SetPixels32, Texture3D.GetPixel, Texture3D.GetPixelBilinear, Texture3D.GetPixels, Texture3D.GetPixelData, Texture3D.Apply functions.