colors | Pixel values to assign to the Texture. |
miplevel | Mip level of the Texture passed in pixel values. |
Set a block of pixel colors.
This function takes a Color32 array and changes the pixel colors of the whole
mip level of the texture. Call Apply to actually upload the changed
pixels to the graphics card.
The colors
array is a flattened 2D array, where pixels are laid out left to right,
bottom to top (i.e. row after row). Array size must be at least 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 mipWidth=max(1,width>>miplevel)
and similarly for height.
This function works only on (most) uncompressed texture formats. If the Texture format is not RGBA32
, ARGB32
or any other 8 bit/channel format, then this function converts the data. This extra conversion makes the function slower. For other formats SetPixels32
fails.
The texture also has to have read/write enabled flag set in the texture import settings.
Using SetPixels32
is faster than calling SetPixels. For an even faster pixel data
access, use GetRawTextureData that returns a NativeArray
.SetPixels32
throws an exception when it fails.
See Also: SetPixels, SetPixelData, GetPixels32, GetPixels, Apply, GetRawTextureData, LoadRawTextureData, mipmapCount.
using UnityEngine;
public class Example : MonoBehaviour { // This script will tint texture's mip levels in different colors // (1st level red, 2nd green, 3rd blue). You can use it to see // which mip levels are actually used and how.
void Start() { Renderer rend = GetComponent<Renderer>();
// duplicate the original texture and assign to the material Texture2D texture = (Texture2D)Instantiate(rend.material.mainTexture); rend.material.mainTexture = texture;
// colors used to tint the first 3 mip levels var colors = new Color32[3]; colors[0] = Color.red; colors[1] = Color.green; colors[2] = Color.blue; var mipCount = Mathf.Min(3, texture.mipmapCount);
// tint each mip level for (var mip = 0; mip < mipCount; ++mip) { var cols = texture.GetPixels32(mip); for (var i = 0; i < cols.Length; ++i) { cols[i] = Color32.Lerp(cols[i], colors[mip], 0.33f); } texture.SetPixels32(cols, mip); }
// actually apply all SetPixels32, don't recalculate mip levels texture.Apply(false); } }
Set a block of pixel colors.
This function is an extended version of SetPixels32
above; it does not modify the whole
mip level but modifies only blockWidth
by blockHeight
region starting at x,y.
The colors
array must be blockWidth*blockHeight size, and the modified block
must fit into the used mip level.