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Unity Engine


SetPixelData

Sets the raw data of an entire mipmap level directly in CPU memory.
Read time 3 minutesLast updated 4 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

data

The array of data to use.

mipLevel

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

sourceDataStartIndex

The index in the source array to start copying from. 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 Texture3D.Apply after
SetPixelData
to upload the changed pixels to the GPU.
SetPixelData
is useful if you want to load compressed or other non-color texture format data into a texture.
The size of the
data
array must be the width × height × depth of the mipmap level, and the data layout must match the texture format, otherwise
SetPixelData
fails. You can use
byte
for
T
if you don't want to define a custom struct to match the texture format.
Unity throws an exception when
SetPixelData
fails.

Examples

using UnityEngine;public class ExampleScript : MonoBehaviour{ public Texture3D texture; public void Start() { texture = new Texture3D(2, 2, 2, TextureFormat.RGB24, true); var data = new byte[] { 255, 0, 0, // red 0, 255, 0, // green 0, 0, 255, // blue 255, 235, 4, // yellow 128, 0, 0, // dark red 0, 128, 0, // dark green 0, 0, 128, // dark blue 128, 117, 4, // dark yellow }; texture.SetPixelData(data, 0); texture.filterMode = FilterMode.Point; texture.Apply(updateMipmaps: false); }}

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.

mipLevel

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

sourceDataStartIndex

The index in the source array to start copying from. 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 Texture3D.Apply after
SetPixelData
to upload the changed pixels to the GPU.
SetPixelData
is useful if you want to load compressed or other non-color texture format data into a texture.
The size of the
data
array must be the width × height × depth of the mipmap level, and the data layout must match the texture format, otherwise
SetPixelData
fails. You can use
byte
for
T
if you don't want to define a custom struct to match the texture format.
Unity throws an exception when
SetPixelData
fails.

Examples

using UnityEngine;public class ExampleScript : MonoBehaviour{ public Texture3D texture; public void Start() { texture = new Texture3D(2, 2, 2, TextureFormat.RGB24, true); var data = new byte[] { 255, 0, 0, // red 0, 255, 0, // green 0, 0, 255, // blue 255, 235, 4, // yellow 128, 0, 0, // dark red 0, 128, 0, // dark green 0, 0, 128, // dark blue 128, 117, 4, // dark yellow }; texture.SetPixelData(data, 0); texture.filterMode = FilterMode.Point; texture.Apply(updateMipmaps: false); }}