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Unity Engine


SetPixelData

Sets the raw data of an entire mipmap level directly in CPU memory.
Read time 3 minutesLast updated 7 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

SetPixelData<T>(`<>[], int, int)

Sets the raw data of an entire mipmap level directly in CPU memory.
public void SetPixelData<T>(T[] data, int mipLevel, int sourceDataStartIndex = 0)

Parameters

data

The array of data to use.

mipLevel

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

sourceDataStartIndex

The index in the source array to start copying from. 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 Texture2D.Apply after
SetPixelData
to upload the changed pixels to the GPU.
SetPixelData
is useful if you want to load compressed or other non-color texture format data into a texture.
The size of the
data
array must be the width × height of the mipmap level, and the data layout must match the texture format, otherwise
SetPixelData
fails. You can use
byte
for
T
if you don't want to define a custom struct to match the texture format.
Unity throws an exception when
SetPixelData
fails.

Examples

using UnityEngine;public class ExampleScript : MonoBehaviour{ public void Start() { var tex = new Texture2D(2, 2, TextureFormat.RGB24, true); var data = new byte[] { // mipmap level 0: 2x2 size 255, 0, 0, // red 0, 255, 0, // green 0, 0, 255, // blue 255, 235, 4, // yellow // mipmap level 1: 1x1 size 0, 255, 255 // cyan }; tex.SetPixelData(data, 0, 0); // mipmap level 0 tex.SetPixelData(data, 1, 12); // mipmap level 1 tex.filterMode = FilterMode.Point; tex.Apply(updateMipmaps: false); GetComponent<Renderer>().material.mainTexture = tex; }}

SetPixelData<T>(NativeArray<T>, int, int)

Sets the raw data of an entire mipmap level directly in CPU memory.
public void SetPixelData<T>(NativeArray<T> data, int mipLevel, int sourceDataStartIndex = 0) where T : struct

Parameters

The array of data to use.

mipLevel

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

sourceDataStartIndex

The index in the source array to start copying from. 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 Texture2D.Apply after
SetPixelData
to upload the changed pixels to the GPU.
SetPixelData
is useful if you want to load compressed or other non-color texture format data into a texture.
The size of the
data
array must be the width × height of the mipmap level, and the data layout must match the texture format, otherwise
SetPixelData
fails. You can use
byte
for
T
if you don't want to define a custom struct to match the texture format.
Unity throws an exception when
SetPixelData
fails.

Examples

using UnityEngine;public class ExampleScript : MonoBehaviour{ public void Start() { var tex = new Texture2D(2, 2, TextureFormat.RGB24, true); var data = new byte[] { // mipmap level 0: 2x2 size 255, 0, 0, // red 0, 255, 0, // green 0, 0, 255, // blue 255, 235, 4, // yellow // mipmap level 1: 1x1 size 0, 255, 255 // cyan }; tex.SetPixelData(data, 0, 0); // mipmap level 0 tex.SetPixelData(data, 1, 12); // mipmap level 1 tex.filterMode = FilterMode.Point; tex.Apply(updateMipmaps: false); GetComponent<Renderer>().material.mainTexture = tex; }}