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Unity Engine


GetPixels

Gets the pixel color data for a mipmap level of a face of a slice as Color structs.
Read time 4 minutesLast updated 4 days ago

Definition

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

GetPixels(CubemapFace, int, int)

Gets the pixel color data for a mipmap level of a face of a slice as Color structs.
public Color[] GetPixels(CubemapFace face, int arrayElement, int miplevel)

Parameters

The CubemapFace to read from.

arrayElement

The array slice to read pixel data from.

miplevel

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

Returns

Type

Description

Color[]An array that contains the pixel colors.

Remarks

This method gets pixel data from the texture in CPU memory. Texture.isReadable must be
true
.
The array contains the pixels row by row, starting at the bottom left of the face texture. The size of the array is the width × height of the mipmap level.
Each pixel is a Color struct.
GetPixels
might be slower than some other texture methods because it converts the format the texture uses into Color.
GetPixels
also needs to decompress compressed textures, and use memory to store the decompressed area. To get pixel data more quickly, use CubemapArray.GetPixelData instead.
If
GetPixels
fails, Unity throws an exception.
GetPixels
might fail if the array contains too much data. Use CubemapArray.GetPixelData instead for very large textures.
You can't use
GetPixel
with textures that use Crunch texture compression. Use CubemapArray.GetPixels32 instead.
using UnityEngine;public class CubemapArrayExample : MonoBehaviour{ public CubemapArray source; public CubemapArray destination; void Start() { // Get a copy of the color data from the source CubemapArray, in high-precision float format. // Each element in the array represents the color data for an individual pixel. CubemapFace sourceFace = CubemapFace.PositiveX; int sourceSlice = 0; int sourceMipLevel = 0; Color[] pixels = source.GetPixels(sourceFace, sourceSlice, sourceMipLevel); // If required, manipulate the pixels before applying them to the destination texture. // This example code reverses the array, which rotates the image 180 degrees. System.Array.Reverse(pixels, 0, pixels.Length); // Set the pixels of the destination CubemapArray. CubemapFace destinationFace = CubemapFace.PositiveX; int destinationSlice = 0; int destinationMipLevel = 0; destination.SetPixels(pixels, destinationFace, destinationSlice, destinationMipLevel); // Apply changes to the destination CubemapArray, which uploads its data to the GPU. destination.Apply(); }}

GetPixels(CubemapFace, int)

Gets the pixel color data for a mipmap level of a face of a slice as Color structs.
public Color[] GetPixels(CubemapFace face, int arrayElement)

Parameters

The CubemapFace to read from.

arrayElement

The array slice to read pixel data from.

Returns

Type

Description

Color[]An array that contains the pixel colors.

Remarks

This method gets pixel data from the texture in CPU memory. Texture.isReadable must be
true
.
The array contains the pixels row by row, starting at the bottom left of the face texture. The size of the array is the width × height of the mipmap level.
Each pixel is a Color struct.
GetPixels
might be slower than some other texture methods because it converts the format the texture uses into Color.
GetPixels
also needs to decompress compressed textures, and use memory to store the decompressed area. To get pixel data more quickly, use CubemapArray.GetPixelData instead.
If
GetPixels
fails, Unity throws an exception.
GetPixels
might fail if the array contains too much data. Use CubemapArray.GetPixelData instead for very large textures.
You can't use
GetPixel
with textures that use Crunch texture compression. Use CubemapArray.GetPixels32 instead.
using UnityEngine;public class CubemapArrayExample : MonoBehaviour{ public CubemapArray source; public CubemapArray destination; void Start() { // Get a copy of the color data from the source CubemapArray, in high-precision float format. // Each element in the array represents the color data for an individual pixel. CubemapFace sourceFace = CubemapFace.PositiveX; int sourceSlice = 0; int sourceMipLevel = 0; Color[] pixels = source.GetPixels(sourceFace, sourceSlice, sourceMipLevel); // If required, manipulate the pixels before applying them to the destination texture. // This example code reverses the array, which rotates the image 180 degrees. System.Array.Reverse(pixels, 0, pixels.Length); // Set the pixels of the destination CubemapArray. CubemapFace destinationFace = CubemapFace.PositiveX; int destinationSlice = 0; int destinationMipLevel = 0; destination.SetPixels(pixels, destinationFace, destinationSlice, destinationMipLevel); // Apply changes to the destination CubemapArray, which uploads its data to the GPU. destination.Apply(); }}