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Texture2D.GetPixels

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public method GetPixels(miplevel: int = 0): Color[];
public Color[] GetPixels(int miplevel = 0);

Parameters

miplevelThe mipmap level to fetch the pixels from. Defaults to zero.

Returns

Color[] The array of all pixels in the mipmap level of the texture.

Description

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.


public method GetPixels(x: int, y: int, blockWidth: int, blockHeight: int, miplevel: int = 0): Color[];
public Color[] GetPixels(int x, int y, int blockWidth, int blockHeight, int miplevel = 0);

Parameters

xThe x position of the pixel array to fetch.
yThe y position of the pixel array to fetch.
blockWidthThe width length of the pixel array to fetch.
blockHeightThe height length of the pixel array to fetch.
miplevelThe mipmap level to fetch the pixels. Defaults to zero, and is optional.

Returns

Color[] The array of pixels in the texture that have been selected.

Description

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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