Version: 2019.3
LanguageEnglish
  • C#

Texture2D.SetPixelData

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public void SetPixelData(T[] data, int mipLevel, int sourceDataStartIndex);
public void SetPixelData(NativeArray<T> data, int mipLevel, int sourceDataStartIndex);

Parameters

dataData array to initialize texture pixels with.
mipLevelMip level to fill.
sourceDataStartIndexIndex in the source array to start copying from (default 0).

Description

Set pixel values from raw preformatted data.

This function fills texture pixel memory of one mip level with raw data. This is useful if you want to load compressed or other non-color texture format data into a texture.

You should make the data that is passed the required size to fill the whole texture mip level according to its width, height and data format. Unity throws an exception otherwise.

Call Apply after setting image data to actually upload it to the GPU.

See Also: SetPixels, LoadRawTextureData, ::Apply.

using UnityEngine;

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

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