Version: 2022.2
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  • C#

Texture2D.SetPixelData

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Declaration

public void SetPixelData(T[] data, int mipLevel, int sourceDataStartIndex = 0);

Declaration

public void SetPixelData(NativeArray<T> data, int mipLevel, int sourceDataStartIndex = 0);

Parameters

data The array of data to use.
mipLevel The mipmap level to write to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
sourceDataStartIndex The index in the source array to start copying from. The default value is 0.

Description

Sets the raw data of an entire mipmap level directly in CPU memory.

This method sets pixel data for the texture in CPU memory. Texture.isReadable must be true, and you must call Apply after SetPixelData to upload the changed pixels to the GPU.

SetPixelData is useful if you want to load compressed or other non-color texture format data into a texture.

The size of the data array must be the width × height of the mipmap level, and the data layout must match the texture format, otherwise SetPixelData fails. You can use byte for T if you don't want to define a custom struct to match the texture format.

Unity throws an exception when SetPixelData fails.

See Also: SetPixels, LoadRawTextureData, GetPixelData, Apply.

using UnityEngine;

public class ExampleScript : MonoBehaviour { public void Start() { var tex = new Texture2D(2, 2, TextureFormat.RGB24, true); var data = new byte[] { // mipmap level 0: 2x2 size 255, 0, 0, // red 0, 255, 0, // green 0, 0, 255, // blue 255, 235, 4, // yellow // mipmap level 1: 1x1 size 0, 255, 255 // cyan }; tex.SetPixelData(data, 0, 0); // mipmap level 0 tex.SetPixelData(data, 1, 12); // mipmap level 1 tex.filterMode = FilterMode.Point; tex.Apply(updateMipmaps: false);

GetComponent<Renderer>().material.mainTexture = tex; } }