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Unity Engine


SetPixels

Sets the pixel colors of part of a mipmap level.
Read time 3 minutesLast updated 5 days ago

Definition

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

SetPixels(int, int, int, int, Color[], int)

Sets the pixel colors of part of a mipmap level.
public void SetPixels(int x, int y, int blockWidth, int blockHeight, Color[] colors, int miplevel)

Parameters

The x coordinate to place the block of pixels at. The range is
0
through (texture width - 1).

The y coordinate to place the block of pixels at. The range is
0
through (texture height - 1).

blockWidth

The width of the block of pixels to set.

blockHeight

The height of the block of pixels to set.

colors

The array of pixel colours to use. This is a 2D image flattened to a 1D array. Must be
blockWidth
x
blockHeight
in length.

miplevel

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

Remarks

This version of
SetPixels
sets part of a mipmap level instead of the whole mipmap level.

SetPixels(Color[], int)

Sets the pixel colors of an entire mipmap level.
public void SetPixels(Color[] colors, int miplevel)

Parameters

colors

The array of pixel colours to use. This is a 2D image flattened to a 1D array.

miplevel

The mipmap level to write
colors
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 Texture2D.Apply after
SetPixels
to upload the changed pixels to the GPU.
Texture2D.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.
colors
must contain the pixels row by row, starting at the bottom left of the texture. The size of the array must be the width × height of the mipmap level.
A single call to
SetPixels
is usually faster than multiple calls to Texture2D.SetPixel, especially for large textures.
SetPixels
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 Texture2D.SetPixelData instead.
You can use
SetPixels
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,
SetPixels
fails. Unity throws an exception when
SetPixels
fails.

Examples

using UnityEngine;using System.Collections;public class ExampleClass : MonoBehaviour{ void Start() { Renderer rend = GetComponent<Renderer>(); // Duplicate the original texture and assign to the material Texture2D texture = Instantiate(rend.material.mainTexture) as Texture2D; rend.material.mainTexture = texture; // Create the colors to use Color[] colors = new Color[3]; colors[0] = Color.red; colors[1] = Color.green; colors[2] = Color.blue; int mipCount = Mathf.Min(3, texture.mipmapCount); // For each mipmap level, use GetPixels to fetch an array of pixel data, and use SetPixels to fill the mipmap level with one color. for (int mip = 0; mip < mipCount; ++mip) { Color[] cols = texture.GetPixels(mip); for (int i = 0; i < cols.Length; ++i) { cols[i] = Color.Lerp(cols[i], colors[mip], 0.33f); } texture.SetPixels(cols, mip); } // Copy the changes to the GPU. and don't recalculate mipmap levels. texture.Apply(false); }}