face | The cubemap face to read pixel data from. |
miplevel | The mip level to read pixel data from. The default is 0 . |
Color[] An array that contains a copy of the requested pixel colors, represented by Color structs.
Retrieves a copy of the pixel color data for a given mip level of a given face. The colors are represented by Color structs.
A single call to this function is usually faster than multiple calls to GetPixel, especially for large textures.
For this function to succeed, Texture.isReadable must be true
and the data must not be Crunch compressed.
The returned array is a flattened 2D array, where the data appears row by row: the pixels are laid out left to right, bottom to top. The dimensions of the array are width * height
of the mip level.
Note: It is assumed that the six sides of each Cubemap are visible from the outside. This means pixels are laid out left to right, top to bottom (i.e. row after row). If the Cubemap surrounds the world, then the pixels appear right to left.
using UnityEngine;
public class CubemapExample : MonoBehaviour { public Cubemap source; public Cubemap destination;
void Start() { // Get a copy of the color data from the source Cubemap, in high-precision float format. // Each element in the array represents the color data for an individual pixel. CubemapFace sourceFace = CubemapFace.PositiveX; int sourceMipLevel = 0; Color[] pixels = source.GetPixels(sourceFace, sourceMipLevel);
// If required, manipulate the pixels before applying them to the destination texture. // This example code reverses the array, which rotates the image 180 degrees. System.Array.Reverse(pixels, 0, pixels.Length);
// Set the pixels of the destination Cubemap. CubemapFace destinationFace = CubemapFace.PositiveX; int destinationMipLevel = 0; destination.SetPixels(pixels, destinationFace, destinationMipLevel);
// Apply changes to the destination Cubemap, which uploads its data to the GPU. destination.Apply(); } }
See Also: SetPixels, GetPixelData, mipmapCount.