SetPixelData
Sets the raw data of an entire mipmap level directly in CPU memory.
Read time 3 minutesLast updated 7 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
SetPixelData<T>(`<>[], int, int)
Sets the raw data of an entire mipmap level directly in CPU memory.
public void SetPixelData<T>(T[] data, int mipLevel, int sourceDataStartIndex = 0)
Parameters
The array of data to use.
The mipmap level to write to. The range is through the texture's Texture.mipmapCount. The default value is .
00The index in the source array to start copying from. The default value is .
0Remarks
This method sets pixel data for the texture in CPU memory. Texture.isReadable must be , and you must call Texture2D.Apply after to upload the changed pixels to the GPU.
trueSetPixelDataSetPixelDataThe size of the array must be the width × height of the mipmap level, and the data layout must match the texture format, otherwise fails. You can use for if you don't want to define a custom struct to match the texture format.
dataSetPixelDatabyteTUnity throws an exception when fails.
SetPixelDataAdditional Resources: Texture2D.SetPixels, Texture2D.LoadRawTextureData, Texture2D.GetPixelData, Texture2D.Apply.
Examples
using UnityEngine;public class ExampleScript : MonoBehaviour{ public void Start() { var tex = new Texture2D(2, 2, TextureFormat.RGB24, true); var data = new byte[] { // mipmap level 0: 2x2 size 255, 0, 0, // red 0, 255, 0, // green 0, 0, 255, // blue 255, 235, 4, // yellow // mipmap level 1: 1x1 size 0, 255, 255 // cyan }; tex.SetPixelData(data, 0, 0); // mipmap level 0 tex.SetPixelData(data, 1, 12); // mipmap level 1 tex.filterMode = FilterMode.Point; tex.Apply(updateMipmaps: false); GetComponent<Renderer>().material.mainTexture = tex; }}
SetPixelData<T>(NativeArray<T>, int, int)
Sets the raw data of an entire mipmap level directly in CPU memory.
public void SetPixelData<T>(NativeArray<T> data, int mipLevel, int sourceDataStartIndex = 0) where T : struct
Parameters
The array of data to use.
The mipmap level to write to. The range is through the texture's Texture.mipmapCount. The default value is .
00The index in the source array to start copying from. The default value is .
0Remarks
This method sets pixel data for the texture in CPU memory. Texture.isReadable must be , and you must call Texture2D.Apply after to upload the changed pixels to the GPU.
trueSetPixelDataSetPixelDataThe size of the array must be the width × height of the mipmap level, and the data layout must match the texture format, otherwise fails. You can use for if you don't want to define a custom struct to match the texture format.
dataSetPixelDatabyteTUnity throws an exception when fails.
SetPixelDataAdditional Resources: Texture2D.SetPixels, Texture2D.LoadRawTextureData, Texture2D.GetPixelData, Texture2D.Apply.
Examples
using UnityEngine;public class ExampleScript : MonoBehaviour{ public void Start() { var tex = new Texture2D(2, 2, TextureFormat.RGB24, true); var data = new byte[] { // mipmap level 0: 2x2 size 255, 0, 0, // red 0, 255, 0, // green 0, 0, 255, // blue 255, 235, 4, // yellow // mipmap level 1: 1x1 size 0, 255, 255 // cyan }; tex.SetPixelData(data, 0, 0); // mipmap level 0 tex.SetPixelData(data, 1, 12); // mipmap level 1 tex.filterMode = FilterMode.Point; tex.Apply(updateMipmaps: false); GetComponent<Renderer>().material.mainTexture = tex; }}