data | Raw data array to initialize texture pixels with. |
size | データのサイズ(単位はバイト)。 |
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).
For runtime texture generation, it is also possible to directly write into texture data via GetRawTextureData that returns a Unity.Collections.NativeArray
. This can be faster since it avoids a memory copy that LoadRawTextureData would do.
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, SetPixelData, LoadImage, Apply, GetRawTextureData.
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; } }