Version: 2017.2
public void SetPixel (int x, int y, Color color);

説明

座標(x, y)のピクセルのカラーを設定します

Call Apply to actually upload the changed pixels to the graphics card. Uploading is an expensive operation, so you'll want to change as many pixels as possible between Apply calls.

If you're constantly regenerating a texture at runtime, it may be faster to generate an array of pixel colors and set all of them at once with SetPixels.

This function works only on RGBA32, ARGB32, RGB24 and Alpha8 texture formats. For other formats SetPixel is ignored. The texture also has to have Read/Write Enabled flag set in the import settings. See Also: SetPixels, GetPixel, Apply.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Start() { Texture2D texture = new Texture2D(128, 128); GetComponent<Renderer>().material.mainTexture = texture;

for (int y = 0; y < texture.height; y++) { for (int x = 0; x < texture.width; x++) { Color color = ((x &amp; y) != 0 ? Color.white : Color.gray); texture.SetPixel(x, y, color); } } texture.Apply(); } }
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