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Unity Engine


SetPixels32

Sets the pixel colors of an entire mipmap level.
Read time 3 minutesLast updated 5 days ago

Definition

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

SetPixels32(Color32[], int)

Sets the pixel colors of an entire mipmap level.
public void SetPixels32(Color32[] colors, int miplevel)

Parameters

colors

The array of pixel colours to use. This is a 2D image flattened to a 1D array.

miplevel

The mipmap level to write
colors
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 Texture2D.Apply after
SetPixels32
to upload the changed pixels to the GPU.
colors
must contain the pixels slice by slice starting at the front of the texture. Each slice must contain the pixels row by row, starting at the bottom left of the texture. The size of the array must be the width × height × depth of the mipmap level.
A single call to
SetPixels32
is usually faster than multiple calls to Texture2D.SetPixel, especially for large textures.
SetPixels32
might be slower than some other texture methods because it converts the Color32 struct into the format the texture uses. To set pixel data more quickly, use Texture2D.SetPixelData instead.
You can use
SetPixels32
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,
SetPixels32
fails. Unity throws an exception when
SetPixels32
fails.

Examples

using UnityEngine;public class Example : MonoBehaviour{ // This script tints a texture's mipmap levels with different colors. void Start() { Renderer rend = GetComponent<Renderer>(); // Duplicate the original texture and assign to this GameObject's material. Texture2D texture = (Texture2D)Instantiate(rend.material.mainTexture); rend.material.mainTexture = texture; // Create the colors to use var colors = new Color32[3]; colors[0] = Color.red; colors[1] = Color.green; colors[2] = Color.blue; var mipCount = Mathf.Min(3, texture.mipmapCount); // For each mipmap level, use GetPixels to fetch an array of pixel data, and use SetPixels32 to fill the mipmap level with one color. for (var mip = 0; mip < mipCount; ++mip) { var cols = texture.GetPixels32(mip); for (var i = 0; i < cols.Length; ++i) { cols[i] = Color32.Lerp(cols[i], colors[mip], 0.33f); } texture.SetPixels32(cols, mip); } // Copy the changes to the GPU, and don't recalculate mipmap levels. texture.Apply(false); }}

SetPixels32(int, int, int, int, Color32[], int)

Sets the pixel colors of part of a mipmap level.
public void SetPixels32(int x, int y, int blockWidth, int blockHeight, Color32[] colors, int miplevel)

Parameters

The x coordinate to place the block of pixels at. The range is
0
through (texture width - 1).

The y coordinate to place the block of pixels at. The range is
0
through (texture height - 1).

blockWidth

The width of the block of pixels to set.

blockHeight

The height of the block of pixels to set.

colors

The array of pixel colours to use. This is a 2D image flattened to a 1D array. Must be
blockWidth
x
blockHeight
in length.

miplevel

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

Remarks

This version of
SetPixels32
sets part of a mipmap level instead of the whole mipmap level.