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Unity Engine


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

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

Definition

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

Parameters

The CubemapFace to write to.

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

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

color

The color to set.

mip

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 Cubemap.Apply after
SetPixel
to upload the changed pixels to the GPU.
Cubemap.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 Cubemap.SetPixelData instead.
The lower left corner of a face is (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 Cubemap.SetPixels.
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
.

Examples

using UnityEngine;public class Example : MonoBehaviour{ public Cubemap cubeMap; void Start() { // Set the pixel at (0,0) of the +X face red. cubeMap.SetPixel(CubemapFace.PositiveX, 0, 0, Color.red); cubeMap.Apply(); // Apply the stuff done to the Cubemap. }}