# GetPixelBilinear(float, float, float, int)

> Gets the filtered pixel color at the normalized coordinates ( u, v, w ).

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.5/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public Color GetPixelBilinear(float u, float v, float w, int mipLevel)
```

### Parameters

**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The u coordinate of the pixel to get.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The v coordinate of the pixel to get.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The w coordinate of the pixel to get.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The mipmap level to read from. The range is `0` through the texture's [Texture.mipmapCount](/engine/6000.5/script-reference/unityengine/texture/mipmapcount.md). The default value is `0`.

### Returns

| Type                                                          | Description      |
| ------------------------------------------------------------- | ---------------- |
| [Color](/engine/6000.5/script-reference/unityengine/color.md) | The pixel color. |

### Remarks

This method gets pixel data from the texture in CPU memory. [Texture.isReadable](/engine/6000.5/script-reference/unityengine/texture/isreadable.md) must be `true`.

Unity uses bilinear filtering to return the pixel color.

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](/engine/6000.5/script-reference/unityengine/texturewrapmode.md).

You can't use `GetPixelBilinear` with textures that use Crunch texture compression. Use [Texture3D.GetPixels32](/engine/6000.5/script-reference/unityengine/texture3d/getpixels32.md) instead.

Additional Resources: [Texture3D.GetPixel](/engine/6000.5/script-reference/unityengine/texture3d/getpixel.md).
