Texture3D.SetPixelData

Switch to Manual

Declaration

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

Declaration

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

Parameters

data The array of data to use.
mipLevel The mipmap level to write to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
sourceDataStartIndex The index in the source array to start copying from. The default value is 0.

Description

Sets the raw data of an entire mipmap level directly 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 SetPixelData to upload the changed pixels to the GPU.

SetPixelData is useful if you want to load compressed or other non-color texture format data into a texture.

The size of the data array must be the width × height × depth of the mipmap level, and the data layout must match the texture format, otherwise SetPixelData fails. You can use byte for T if you don't want to define a custom struct to match the texture format.

Unity throws an exception when SetPixelData fails.

Additional resources: SetPixels, GetPixelData, Apply.

using UnityEngine;

public class ExampleScript : MonoBehaviour { public Texture3D texture; public void Start() { texture = new Texture3D(2, 2, 2, TextureFormat.RGB24, true); var data = new byte[] { 255, 0, 0, // red 0, 255, 0, // green 0, 0, 255, // blue 255, 235, 4, // yellow 128, 0, 0, // dark red 0, 128, 0, // dark green 0, 0, 128, // dark blue 128, 117, 4, // dark yellow }; texture.SetPixelData(data, 0); texture.filterMode = FilterMode.Point; texture.Apply(updateMipmaps: false); } }

对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答
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