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Cubemap.GetPixels

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public method GetPixels(face: CubemapFace, miplevel: int = 0): Color[];
public Color[] GetPixels(CubemapFace face, int miplevel = 0);

Parameters

faceThe face from which pixel data is taken.
miplevelMipmap level for the chosen face.

Description

Returns pixel colors of a cubemap face.

This function returns an array of pixel colors of the whole mip level of a cubemap face.

The returned array is a flattened 2D array, where pixels are laid out right to left, top to bottom (i.e. row after row). Array size is width by height of the mip level used. The default mip level is zero (the base texture) in which case the size is just the size of the texture. In general case, mip level size is mipSize=max(1,width>>miplevel).

The texture must have the Is Readable flag set in the import settings, otherwise this function will fail. GetPixels is not available on Textures using Crunch texture compression.

Using GetPixels can be faster than calling GetPixel repeatedly, especially for large textures. In addition, GetPixels can access individual mipmap levels.

Note: It is assumed that the six sides of each Cubemap are visible from the outside. This means pixels are laid out left to right, top to bottom (i.e. row after row). If the Cubemap surrounds the world then pixels appear right to left.

See Also: SetPixels, mipmapCount.

// copy the +X face of a cubemap to a texture.
var c : Cubemap;
var t : Texture2D;
private var CubeMapColors : Color[];
CubeMapColors = c.GetPixels(CubemapFace.PositiveX);
t.SetPixels(CubeMapColors);
t.Apply(); //Apply changes to the copied texture
// copy the +X face of a cubemap to a texture.

using UnityEngine; using System.Collections;

public class ExampleClass : MonoBehaviour { public Cubemap c; public Texture2D t; private Color[] CubeMapColors;

void Example() { CubeMapColors = c.GetPixels(CubemapFace.PositiveX); t.SetPixels(CubeMapColors); t.Apply(); } }
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