face | ピクセルデータを取得する表面 |
miplevel | 選択された面のミップマップレベル |
キューブマップ面のピクセルカラーを返します。
This method returns an array of pixel colors of the whole
mip level of a cubemap face.
The returned array is a flattened 2D array, where pixels are laid out right to left,
top to bottom (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 mipSize=max(1,width>>miplevel)
.
The texture must have the Is Readable flag set in the import settings, otherwise this method 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.
Note: It is assumed that the six sides of each Cubemap are visible from the outside. This
means pixels are laid out left to right, top to bottom (i.e. row after row). If the Cubemap
surrounds the world then pixels appear right to left.
See Also: SetPixels, GetPixelData, mipmapCount.
// copy the +X face of a cubemap to a texture.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Cubemap c; public Texture2D t; private Color[] CubeMapColors;
void Example() { CubeMapColors = c.GetPixels(CubemapFace.PositiveX); t.SetPixels(CubeMapColors); t.Apply(); } }