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Unity Engine


SetPixels

Sets the pixel colors of an entire mipmap level.
Read time 3 minutesLast updated 4 days ago

Definition

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

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 3D texture 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 Texture3D.Apply after
SetPixels
to upload the changed pixels to the GPU.
Texture3D.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 slice by slice starting at the front of the texture. Each slice 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 × depth of the mipmap level.
A single call to
SetPixels
is usually faster than multiple calls to Texture3D.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 Texture3D.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.

SetPixels(Color[])

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

Parameters

colors

The array of pixel colours to use. This is a 3D texture flattened to a 1D array.

Remarks

This method sets pixel data for the texture in CPU memory. Texture.isReadable must be
true
, and you must call Texture3D.Apply after
SetPixels
to upload the changed pixels to the GPU.
Texture3D.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 slice by slice starting at the front of the texture. Each slice 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 × depth of the mipmap level.
A single call to
SetPixels
is usually faster than multiple calls to Texture3D.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 Texture3D.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.