Declarationpublic void SetPixelData(T[] data, int mipLevel, int element, int sourceDataStartIndex = 0);
Declarationpublic void SetPixelData(NativeArray<T> data, int mipLevel, int element, 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 à height 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 Texture2DArray texture; public void Start() { texture = new Texture2DArray(2, 2, 3, TextureFormat.RGB24, true); var data = new byte[] { // mip 0: 2x2 size 255, 0, 0, // red 0, 255, 0, // green 0, 0, 255, // blue 255, 235, 4, // yellow // mip 1: 1x1 size 0, 255, 255 // cyan }; texture.SetPixelData(data, 0, 0, 0); // mip 0 texture.SetPixelData(data, 1, 0, 12); // mip 1 texture.filterMode = FilterMode.Point; texture.Apply(updateMipmaps: false); } }
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