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Unity Engine


SetPixel(int, int, int, Color, int)

Sets the pixel color at coordinates ( x, y, z ).
Read time 2 minutesLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule
public void SetPixel(int x, int y, int z, Color color, int mipLevel)

Parameters

The x coordinate of the pixel to set. The range is
0
through the (texture width - 1).

The y coordinate of the pixel to set. The range is
0
through the (texture height - 1).

The z coordinate of the pixel to set. The range is
0
through the (texture depth - 1).

color

The color to set.

mipLevel

The mipmap level to write to. The range is
0
through the texture's Texture.mipmapCount. The default value is
0
.

Remarks

This method sets pixel data for the texture in CPU memory. Texture.isReadable must be
true
, and you must call Texture3D.Apply after
SetPixel
to upload the changed pixels to the GPU.
Texture3D.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.
SetPixel
might be slower than some other texture methods because it converts the Color struct into the format the texture uses. To set pixel data more quickly, use Texture3D.SetPixelData instead.
The lower left corner is (0, 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 Texture3D.SetPixels32.
You can use
SetPixel
with the following texture formats:
  • 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
SetPixel
.