Version: 2022.3
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  • C#

Texture2D.LoadRawTextureData

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Declaration

public void LoadRawTextureData(byte[] data);

Declaration

public void LoadRawTextureData(NativeArray<T> data);

Declaration

public void LoadRawTextureData(IntPtr data, int size);

Parameters

data The array of data to use.
size The size of the data in bytes.

Description

Sets the raw data of an entire texture in CPU memory.

This method sets pixel data for the texture in CPU memory. Texture.isReadable must be true, and you must call Apply after LoadRawTextureData to upload the changed pixels to the GPU. You can also use the following to write to a texture:

  • Texture2D.SetPixelData, which you can use to set a mipmap level instead of the entire texture.
  • GetRawTextureData, which returns a NativeArray you can write to, and can be faster because it avoids copying memory.

The size of the data array must fill the entire texture according to its width, height and mipmapCount, and the data layout must match the texture format. Otherwise LoadRawTextureData fails.

For example, if the texture is 16 × 8 pixels and RGBA32 format with no mipmaps, the array must be a size of 512 bytes (16 × 8 × 4 bytes). You can use the experimental GraphicsFormatUtility.ComputeMipmapSize API to calculate the size of a mipmap level.

The array must start with mipmap level 0.

See Also: SetPixels, SetPixels32, SetPixelData, Apply, GetRawTextureData, ImageConversion.LoadImage.

using UnityEngine;

public class ExampleScript : MonoBehaviour { public void Start() { // Create a 16 x 16 texture with PVRTC RGBA4 format and fill it with raw PVRTC bytes. Texture2D tex = new Texture2D(16, 16, TextureFormat.PVRTC_RGBA4, false);

// Raw PVRTC4 data for a 16 x 16 texture. // This format is four bits per pixel, so the data should be 128 (16 x 16 / 2) bytes in size. // The texture encoded here is mostly green with some angular blue and red lines. byte[] pvrtcBytes = new byte[] { 0x30, 0x32, 0x32, 0x32, 0xe7, 0x30, 0xaa, 0x7f, 0x32, 0x32, 0x32, 0x32, 0xf9, 0x40, 0xbc, 0x7f, 0x03, 0x03, 0x03, 0x03, 0xf6, 0x30, 0x02, 0x05, 0x03, 0x03, 0x03, 0x03, 0xf4, 0x30, 0x03, 0x06, 0x32, 0x32, 0x32, 0x32, 0xf7, 0x40, 0xaa, 0x7f, 0x32, 0xf2, 0x02, 0xa8, 0xe7, 0x30, 0xff, 0xff, 0x03, 0x03, 0x03, 0xff, 0xe6, 0x40, 0x00, 0x0f, 0x00, 0xff, 0x00, 0xaa, 0xe9, 0x40, 0x9f, 0xff, 0x5b, 0x03, 0x03, 0x03, 0xca, 0x6a, 0x0f, 0x30, 0x03, 0x03, 0x03, 0xff, 0xca, 0x68, 0x0f, 0x30, 0xaa, 0x94, 0x90, 0x40, 0xba, 0x5b, 0xaf, 0x68, 0x40, 0x00, 0x00, 0xff, 0xca, 0x58, 0x0f, 0x20, 0x00, 0x00, 0x00, 0xff, 0xe6, 0x40, 0x01, 0x2c, 0x00, 0xff, 0x00, 0xaa, 0xdb, 0x41, 0xff, 0xff, 0x00, 0x00, 0x00, 0xff, 0xe8, 0x40, 0x01, 0x1c, 0x00, 0xff, 0x00, 0xaa, 0xbb, 0x40, 0xff, 0xff, };

// Load data into the texture and upload it to the GPU. tex.LoadRawTextureData(pvrtcBytes); tex.Apply();

// Assign the texture to this GameObject's material. GetComponent<Renderer>().material.mainTexture = tex; } }
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