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 failedFor 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 Your name Your email Suggestion* Declarationpublic void
SetPixel(int
x, int
y,
Color color, int
mipLevel= 0);
Parameters Parameter Description x The x coordinate of the pixel to set. The range is0
through (texture width - 1). y The y coordinate of the pixel to set. The range is 0
through (texture height - 1). color The color to set. mipLevel The mipmap level to write to. The range is 0
through the texture's Texture.mipmapCount. The default value is 0
. Description
Sets the pixel color at coordinates (x
,y
).
This method sets pixel data for the texture in CPU memory. Texture.isReadable must be true
, and you must call Apply after SetPixel
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.
SetPixel
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.
The lower left corner is (0, 0). If the pixel coordinate is outside the texture's dimensions, Unity clamps or repeats it, depending on the texture's TextureWrapMode.
If you need to get a large block of pixels, it might be faster to use SetPixels32.
You can use SetPixel
with the following texture formats:
For all other formats, Unity ignores SetPixel
.
Additional resources: SetPixels, SetPixelData, 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 & y) != 0 ? Color.white : Color.gray); texture.SetPixel(x, y, color); } } texture.Apply(); } }
RetroSearch is an open source project built by @garambo | Open a GitHub Issue
Search and Browse the WWW like it's 1997 | Search results from DuckDuckGo
HTML:
3.2
| Encoding:
UTF-8
| Version:
0.7.4