colors | The array of pixel colours to use. This is a 2D image flattened to a 1D array. |
miplevel | The mipmap level to write colors to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0 . |
face | The CubemapFace to write colors to. |
Sets the pixel colors of an entire mipmap level of a face.
This method sets pixel data for the texture in CPU memory. Texture.isReadable must be true
, and you must call Apply after SetPixels
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.colors
must contain the pixels row by row, starting at the bottom left of the face texture. The size of the array must be the width × height of the mipmap level.
A single call to SetPixels
is usually faster than multiple calls to SetPixel, especially for large textures.SetPixels
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.
You can use SetPixels
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, SetPixels
fails. Unity throws an exception when SetPixels
fails.
Additional resources: GetPixels, SetPixelData, Apply, mipmapCount.
// copy a texture to the +X face of a cubemap
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Cubemap c; public Texture2D t; private Color[] CubeMapColors;
void Example() { CubeMapColors = t.GetPixels(); c.SetPixels(CubeMapColors, CubemapFace.PositiveX); c.Apply(); } }