Version: 2018.1
public void LoadRawTextureData (byte[] data);
public void LoadRawTextureData (IntPtr data, int size);

パラメーター

dataテクスチャのピクセルを初期化するのに使う byte 配列
sizeデータのサイズ(単位はバイト)。

説明

Raw 形式データを読み取ってテクスチャのピクセルを格納します。

この関数はテクスチャピクセルメモリに Raw データを格納します。これは、圧縮テクスチャ形式データをテクスチャに読み込むには最も有用です。

Passed data should be of required size to fill the whole texture according to its width, height, data format and mipmapCount. Otherwise a UnityException is thrown.

Mipmaps are laid out in memory starting from largest, with smaller mip level data immediately following.

For example, a 16x8 texture of RGBA32 format with no mipmaps can be filled with a 512-byte array (16x8x4).

実際にグラフィックスカードによって変更されたピクセルをアップロードして Apply を呼び出します。

See Also: SetPixels, SetPixels32, LoadImage, Apply.

using UnityEngine;

public class ExampleScript : MonoBehaviour { public void Start() { // Create a 16x16 texture with PVRTC RGBA4 format // and fill it with raw PVRTC bytes. Texture2D tex = new Texture2D(16, 16, TextureFormat.PVRTC_RGBA4, false); // Raw PVRTC4 data for a 16x16 texture. This format is four bits // per pixel, so data should be 16*16/2=128 bytes in size. // Texture that is encoded here is mostly green with some angular // blue and red lines. byte[] pvrtcBytes = new byte[] { 0x30, 0x32, 0x32, 0x32, 0xe7, 0x30, 0xaa, 0x7f, 0x32, 0x32, 0x32, 0x32, 0xf9, 0x40, 0xbc, 0x7f, 0x03, 0x03, 0x03, 0x03, 0xf6, 0x30, 0x02, 0x05, 0x03, 0x03, 0x03, 0x03, 0xf4, 0x30, 0x03, 0x06, 0x32, 0x32, 0x32, 0x32, 0xf7, 0x40, 0xaa, 0x7f, 0x32, 0xf2, 0x02, 0xa8, 0xe7, 0x30, 0xff, 0xff, 0x03, 0x03, 0x03, 0xff, 0xe6, 0x40, 0x00, 0x0f, 0x00, 0xff, 0x00, 0xaa, 0xe9, 0x40, 0x9f, 0xff, 0x5b, 0x03, 0x03, 0x03, 0xca, 0x6a, 0x0f, 0x30, 0x03, 0x03, 0x03, 0xff, 0xca, 0x68, 0x0f, 0x30, 0xaa, 0x94, 0x90, 0x40, 0xba, 0x5b, 0xaf, 0x68, 0x40, 0x00, 0x00, 0xff, 0xca, 0x58, 0x0f, 0x20, 0x00, 0x00, 0x00, 0xff, 0xe6, 0x40, 0x01, 0x2c, 0x00, 0xff, 0x00, 0xaa, 0xdb, 0x41, 0xff, 0xff, 0x00, 0x00, 0x00, 0xff, 0xe8, 0x40, 0x01, 0x1c, 0x00, 0xff, 0x00, 0xaa, 0xbb, 0x40, 0xff, 0xff, }; // Load data into the texture and upload it to the GPU. tex.LoadRawTextureData(pvrtcBytes); tex.Apply(); // Assign texture to renderer's material. GetComponent<Renderer>().material.mainTexture = tex; } }