Version: Unity 6 Beta (6000.0)
LanguageEnglish
  • C#

Texture2D.LoadRawTextureData

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

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.

Additional resources: 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; } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961