public void SetPixelData (T[] data, int mipLevel, CubemapFace face, int sourceDataStartIndex);
public void SetPixelData (NativeArray<T> data, int mipLevel, CubemapFace face, int sourceDataStartIndex);

Parámetros

mipLevelMip level to fill.
faceCubemap face to fill.
sourceDataStartIndexIndex in the source array to start copying from (default 0).
dataData array to initialize texture pixels with.

Descripción

Set pixel values from raw preformatted data.

This function fills the texture pixel memory of one mip level and one cubemap face with raw data. This is useful if you want to load compressed or other non-color texture format data into a texture.

You should make the data that is passed the required size to fill the whole texture mip level according to its width, height and data format. Unity throws an exception otherwise.

Call Apply after setting image data to actually upload it to the GPU.

See Also: SetPixels, GetPixelData, ::Apply.

using UnityEngine;

public class ExampleScript : MonoBehaviour { public void Start() { Cubemap cubemap = new Cubemap(2, TextureFormat.RGB24, true);

var byteArray = new byte[] {255, 0, 0, 0, 255, 0, 0, 0, 255, 255, 235, 4, 255, 0, 255, 255, 255, 255, 0, 0, 0, 0, 255, 255, 255, 0, 255};

cubemap.SetPixelData(byteArray, 0, CubemapFace.PositiveX); cubemap.SetPixelData(byteArray, 1, CubemapFace.PositiveX, 12);

cubemap.SetPixelData(byteArray, 0, CubemapFace.NegativeX, 15); cubemap.SetPixelData(byteArray, 1, CubemapFace.NegativeX, 12);

cubemap.SetPixelData(byteArray, 0, CubemapFace.PositiveY); cubemap.SetPixelData(byteArray, 1, CubemapFace.PositiveY, 12);

cubemap.SetPixelData(byteArray, 0, CubemapFace.NegativeY, 15); cubemap.SetPixelData(byteArray, 1, CubemapFace.NegativeY, 12);

cubemap.SetPixelData(byteArray, 0, CubemapFace.PositiveZ); cubemap.SetPixelData(byteArray, 1, CubemapFace.PositiveZ, 12);

cubemap.SetPixelData(byteArray, 0, CubemapFace.NegativeZ, 15); cubemap.SetPixelData(byteArray, 1, CubemapFace.NegativeZ, 12);

cubemap.Apply(updateMipmaps: false); } }
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