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Showing content from https://docs.unity3d.com/Manual/../ScriptReference/Texture3D.SetPixelData.html below:

Unity - Scripting API: Texture3D.SetPixelData

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

Declarationpublic void SetPixelData(NativeArray<T> data, int mipLevel, int sourceDataStartIndex = 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); } }


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