SetPixels32
Sets the pixel colors of an entire mipmap level.
Read time 3 minutesLast updated 6 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
SetPixels32(Color32[], int)
Sets the pixel colors of an entire mipmap level.
public void SetPixels32(Color32[] colors, int miplevel)
Parameters
The array of pixel colours to use. This is a 2D image flattened to a 1D array.
The mipmap level to write to. The range is through the texture's Texture.mipmapCount. The default value is .
colors00Remarks
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.
trueSetPixels32colorsA single call to is usually faster than multiple calls to Texture2D.SetPixel, especially for large textures.
SetPixels32SetPixels32You can use with the following texture formats:
SetPixels32- 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, fails. Unity throws an exception when fails.
SetPixels32SetPixels32Additional Resources: Texture2D.SetPixels, Texture2D.SetPixelData, Texture2D.GetPixels32, Texture2D.GetPixels, Texture2D.Apply, Texture2D.GetRawTextureData, Texture2D.LoadRawTextureData, mipmapCount.
Examples
using UnityEngine;public class Example : MonoBehaviour{ // This script tints a texture's mipmap levels with different colors. void Start() { Renderer rend = GetComponent<Renderer>(); // Duplicate the original texture and assign to this GameObject's material. Texture2D texture = (Texture2D)Instantiate(rend.material.mainTexture); rend.material.mainTexture = texture; // Create the colors to use var colors = new Color32[3]; colors[0] = Color.red; colors[1] = Color.green; colors[2] = Color.blue; var mipCount = Mathf.Min(3, texture.mipmapCount); // For each mipmap level, use GetPixels to fetch an array of pixel data, and use SetPixels32 to fill the mipmap level with one color. for (var mip = 0; mip < mipCount; ++mip) { var cols = texture.GetPixels32(mip); for (var i = 0; i < cols.Length; ++i) { cols[i] = Color32.Lerp(cols[i], colors[mip], 0.33f); } texture.SetPixels32(cols, mip); } // Copy the changes to the GPU, and don't recalculate mipmap levels. texture.Apply(false); }}
SetPixels32(int, int, int, int, Color32[], int)
Sets the pixel colors of part of a mipmap level.
public void SetPixels32(int x, int y, int blockWidth, int blockHeight, Color32[] colors, int miplevel)
Parameters
The x coordinate to place the block of pixels at. The range is through (texture width - 1).
0The y coordinate to place the block of pixels at. The range is through (texture height - 1).
0The width of the block of pixels to set.
The height of the block of pixels to set.
The array of pixel colours to use. This is a 2D image flattened to a 1D array. Must be x in length.
blockWidthblockHeightThe mipmap level to write to. The range is through the texture's Texture.mipmapCount. The default value is .
colors00Remarks
This version of sets part of a mipmap level instead of the whole mipmap level.
SetPixels32