Version: 2022.1
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  • C#

CubemapArray.SetPixelData

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Declaration

public void SetPixelData(T[] data, int mipLevel, CubemapFace face, int element, int sourceDataStartIndex = 0);

Declaration

public void SetPixelData(NativeArray<T> data, int mipLevel, CubemapFace face, int element, int sourceDataStartIndex = 0);

Parameters

mipLevel Mip level to fill.
element Array slice to copy pixels to.
sourceDataStartIndex Index in the source array to start copying from (default 0).
face Cubemap face to fill.
data Data array to initialize texture pixels with.

Description

Set pixel values from raw preformatted data.

This function fills texture pixel memory of one mip level, one cubemap face and one array element with raw data. This is useful if you want to load compressed or other non-color texture format data into a texture.

You should make the data that is passed the required size to fill the whole texture mip level according to its width, height and data format. Unity throws an exception otherwise.

Call Apply after setting image data to actually upload it to the GPU.

SetPixelData throws an exception when it fails.

See Also: SetPixels, GetPixelData, ::Apply.

using UnityEngine;

public class ExampleScript : MonoBehaviour { public CubemapArray texture; public void Start() { texture = new CubemapArray(2, 2, TextureFormat.RGB24, true); var data = new byte[] { // mip 0: 2x2 size 255, 0, 0, // red 0, 255, 0, // green 0, 0, 255, // blue 255, 255, 255, // white // mip 1: 1x1 size 255, 255, 0 // yellow }; texture.SetPixelData(data, 0, CubemapFace.PositiveX, 0, 0); texture.SetPixelData(data, 1, CubemapFace.PositiveX, 0, 12); texture.Apply(updateMipmaps: false); } }
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