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.
The array slice to read pixel data from.
The mipmap level to get. The range is through the texture's Texture.mipmapCount. The default value is .
00Returns
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 .
trueThe 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. might be slower than some other texture methods because it converts the format the texture uses into Color. also needs to decompress compressed textures, and use memory to store the decompressed area. To get pixel data more quickly, use CubemapArray.GetPixelData instead.
GetPixelsGetPixelsIf fails, Unity throws an exception. might fail if the array contains too much data. Use CubemapArray.GetPixelData instead for very large textures.
GetPixelsGetPixelsYou can't use with textures that use Crunch texture compression. Use CubemapArray.GetPixels32 instead.
GetPixelusing 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
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 .
trueThe 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. might be slower than some other texture methods because it converts the format the texture uses into Color. also needs to decompress compressed textures, and use memory to store the decompressed area. To get pixel data more quickly, use CubemapArray.GetPixelData instead.
GetPixelsGetPixelsIf fails, Unity throws an exception. might fail if the array contains too much data. Use CubemapArray.GetPixelData instead for very large textures.
GetPixelsGetPixelsYou can't use with textures that use Crunch texture compression. Use CubemapArray.GetPixels32 instead.
GetPixelusing 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(); }}