miplevel | The mipmap level to fetch the pixels from. Defaults to zero. |
Color[] The array of all pixels in the mipmap level of the texture.
Get the pixel colors from the texture.
This function returns an array of pixel colors of the whole
mip level of the texture.
The returned array is a flattened 2D array, where pixels are laid out left to right,
bottom to top (i.e. row after row). Array size is width by height of the mip level used.
The default mip level is zero (the base texture) in which case the size is just the size of the texture.
In general case, mip level size is mipWidth=max(1,width>>miplevel)
and similarly for height.
The texture must have the Read/Write Enabled flag set in the import settings, otherwise this function will fail. GetPixels is not available on Textures using Crunch texture compression.
Using GetPixels
can be faster than calling GetPixel repeatedly, especially
for large textures. In addition, GetPixels
can access individual mipmap levels. For most textures,
even faster is to use GetPixels32 which returns low precision color data without costly
integer-to-float conversions.
See Also: SetPixels, mipmapCount, GetPixels32.
x | The x position of the pixel array to fetch. |
y | The y position of the pixel array to fetch. |
blockWidth | The width length of the pixel array to fetch. |
blockHeight | The height length of the pixel array to fetch. |
miplevel | The mipmap level to fetch the pixels. Defaults to zero, and is optional. |
Color[] The array of pixels in the texture that have been selected.
Get a block of pixel colors.
This function is an extended version of GetPixels
above; it does not return the whole
mip level but only blockWidth
by blockHeight
region starting at x,y.
The block must fit into the used mip level. The returned array is blockWidth*blockHeight size.
#pragma strict // Get a rectangular area of a texture and place it into // a new texture the size of the rectangle. public var sourceTex: Texture2D; public var sourceRect: Rect; function Start() { var x: int = Mathf.FloorToInt(sourceRect.x); var y: int = Mathf.FloorToInt(sourceRect.y); var width: int = Mathf.FloorToInt(sourceRect.width); var height: int = Mathf.FloorToInt(sourceRect.height); var pix: Color[] = sourceTex.GetPixels(x, y, width, height); var destTex: Texture2D = new Texture2D(width, height); destTex.SetPixels(pix); destTex.Apply(); // extracted rectangle. GetComponent.<Renderer>().material.mainTexture = destTex; }
// Get a rectangular area of a texture and place it into // a new texture the size of the rectangle. using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { // Source texture and the rectangular area we want to extract. public Texture2D sourceTex; public Rect sourceRect;
void Start() { int x = Mathf.FloorToInt(sourceRect.x); int y = Mathf.FloorToInt(sourceRect.y); int width = Mathf.FloorToInt(sourceRect.width); int height = Mathf.FloorToInt(sourceRect.height);
Color[] pix = sourceTex.GetPixels(x, y, width, height); Texture2D destTex = new Texture2D(width, height); destTex.SetPixels(pix); destTex.Apply();
// Set the current object's texture to show the // extracted rectangle. GetComponent<Renderer>().material.mainTexture = destTex; } }
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