Version: Unity 6 Beta (6000.0)
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  • C#

Texture2D.SetPixels

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Declaration

public void SetPixels(Color[] colors, int miplevel = 0);

Parameters

colors The array of pixel colours to use. This is a 2D image 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.

Description

Sets the pixel colors of an entire mipmap level.

This method sets pixel data for the texture in CPU memory. Texture.isReadable must be true, and you must call Apply after SetPixels to upload the changed pixels to the GPU.

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 row by row, starting at the bottom left of the texture. The size of the array must be the width × height of the mipmap level.

A single call to SetPixels is usually faster than multiple calls to 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 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.

Additional resources: GetPixels, SetPixels32, SetPixelData, Apply, GetRawTextureData, LoadRawTextureData, mipmapCount.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Start() { Renderer rend = GetComponent<Renderer>();

// Duplicate the original texture and assign to the material Texture2D texture = Instantiate(rend.material.mainTexture) as Texture2D; rend.material.mainTexture = texture;

// Create the colors to use Color[] colors = new Color[3]; colors[0] = Color.red; colors[1] = Color.green; colors[2] = Color.blue; int mipCount = Mathf.Min(3, texture.mipmapCount);

// For each mipmap level, use GetPixels to fetch an array of pixel data, and use SetPixels to fill the mipmap level with one color. for (int mip = 0; mip < mipCount; ++mip) { Color[] cols = texture.GetPixels(mip); for (int i = 0; i < cols.Length; ++i) { cols[i] = Color.Lerp(cols[i], colors[mip], 0.33f); } texture.SetPixels(cols, mip); } // Copy the changes to the GPU. and don't recalculate mipmap levels. texture.Apply(false); } }

Declaration

public void SetPixels(int x, int y, int blockWidth, int blockHeight, Color[] colors, int miplevel = 0);

Parameters

x The x coordinate to place the block of pixels at. The range is 0 through (texture width - 1).
y The y coordinate to place the block of pixels at. The range is 0 through (texture height - 1).
blockWidth The width of the block of pixels to set.
blockHeight The height of the block of pixels to set.
colors The array of pixel colours to use. This is a 2D image flattened to a 1D array. Must be blockWidth x blockHeight in length.
miplevel The mipmap level to write colors to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.

Description

Sets the pixel colors of part of a mipmap level.

This version of SetPixels sets part of a mipmap level instead of the whole mipmap level.

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