Version: 2022.3
LanguageEnglish
  • C#

Texture2D.SetPixels

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 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
  • R8
  • RFloat
  • RG16
  • RG32
  • RGB24
  • RGB48
  • RGB565
  • RGB9e5Float
  • RGBA32
  • RGBA4444
  • RGBA64
  • 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.

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