Version: 2023.2
public void SetPixel (int x, int y, Color color, int mipLevel= 0);

参数

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.

描述

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 &amp; y) != 0 ? Color.white : Color.gray); texture.SetPixel(x, y, color); } } texture.Apply(); } }