x | The x coordinate of the pixel to set. The range is 0 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 . |
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:
Alpha8
ARGB32
ARGB4444
BGRA32
R16
R16_SIGNED
R8
R8_SIGNED
RFloat
RG16
RG16_SIGNED
RG32
RG32_SIGNED
RGB24
RGB24_SIGNED
RGB48
RGB48_SIGNED
RGB565
RGB9e5Float
RGBA32
RGBA32_SIGNED
RGBA4444
RGBA64
RGBA64_SIGNED
RGBAFloat
RGBAHalf
RGFloat
RGHalf
RHalf
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(); } }
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