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Texture2D.SetPixels

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public method SetPixels(colors: Color[], miplevel: int = 0): void;
public void SetPixels(Color[] colors, int miplevel = 0);

Parameters

colorsThe array of pixel colours to assign (a 2D image flattened to a 1D array).
miplevelThe mip level of the texture to write to.

Description

Set a block of pixel colors.

This function takes a color 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 RGBA32, ARGB32, RGB24 and Alpha8 texture formats. For other formats SetPixels is ignored. The texture also has to have Is Readable flag set in the import settings.

Using SetPixels can be faster than calling SetPixel repeatedly, especially for large textures. In addition, SetPixels can access individual mipmap levels.

See Also: GetPixels, SetPixels32, Apply, LoadRawTextureData, mipmapCount.

#pragma strict
function Start() {
	var rend: Renderer = GetComponent.<Renderer>();
	// duplicate the original texture and assign to the material
	var texture: Texture2D = Instantiate(rend.material.mainTexture) as Texture2D;
	rend.material.mainTexture = texture;
	// colors used to tint the first 3 mip levels
	var colors: Color[] = new Color[3];
	colors[0] = Color.red;
	colors[1] = Color.green;
	colors[2] = Color.blue;
	var mipCount: int = Mathf.Min(3, texture.mipmapCount);
	// tint each mip level
	for (var mip: int = 0; mip < mipCount; ++mip) {
		var cols: Color[] = texture.GetPixels(mip);
		for (var i: int = 0; i < cols.Length; ++i) {
			cols[i] = Color.Lerp(cols[i], colors[mip], 0.33f);
		}
		texture.SetPixels(cols, mip);
	}
	// actually apply all SetPixels, don't recalculate mip levels
	texture.Apply(false);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Start() { Renderer rend = GetComponent<Renderer>();

// duplicate the original texture and assign to the material Texture2D texture = Instantiate(rend.material.mainTexture) as Texture2D; rend.material.mainTexture = texture;

// colors used to tint the first 3 mip levels Color[] colors = new Color[3]; colors[0] = Color.red; colors[1] = Color.green; colors[2] = Color.blue; int mipCount = Mathf.Min(3, texture.mipmapCount);

// tint each mip level for (int mip = 0; mip < mipCount; ++mip) { Color[] cols = texture.GetPixels(mip); for (int i = 0; i < cols.Length; ++i) { cols[i] = Color.Lerp(cols[i], colors[mip], 0.33f); } texture.SetPixels(cols, mip); } // actually apply all SetPixels, don't recalculate mip levels texture.Apply(false); } }

public method SetPixels(x: int, y: int, blockWidth: int, blockHeight: int, colors: Color[], miplevel: int = 0): void;
public void SetPixels(int x, int y, int blockWidth, int blockHeight, Color[] colors, int miplevel = 0);

Description

Set a block of pixel colors.

This function is an extended version of SetPixels 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.

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