mipLevel | Mip level to fill. |
face | Cubemap face to fill. |
sourceDataStartIndex | Index in the source array to start copying from (default 0). |
data | Data array to initialize texture pixels with. |
Set pixel values from raw preformatted data.
This function fills the texture pixel memory of one mip level and one cubemap face 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, GetPixelData, ::Apply.
using UnityEngine;
public class ExampleScript : MonoBehaviour { public void Start() { Cubemap cubemap = new Cubemap(2, TextureFormat.RGB24, true);
var byteArray = new byte[] {255, 0, 0, 0, 255, 0, 0, 0, 255, 255, 235, 4, 255, 0, 255, 255, 255, 255, 0, 0, 0, 0, 255, 255, 255, 0, 255};
cubemap.SetPixelData(byteArray, 0, CubemapFace.PositiveX); cubemap.SetPixelData(byteArray, 1, CubemapFace.PositiveX, 12);
cubemap.SetPixelData(byteArray, 0, CubemapFace.NegativeX, 15); cubemap.SetPixelData(byteArray, 1, CubemapFace.NegativeX, 12);
cubemap.SetPixelData(byteArray, 0, CubemapFace.PositiveY); cubemap.SetPixelData(byteArray, 1, CubemapFace.PositiveY, 12);
cubemap.SetPixelData(byteArray, 0, CubemapFace.NegativeY, 15); cubemap.SetPixelData(byteArray, 1, CubemapFace.NegativeY, 12);
cubemap.SetPixelData(byteArray, 0, CubemapFace.PositiveZ); cubemap.SetPixelData(byteArray, 1, CubemapFace.PositiveZ, 12);
cubemap.SetPixelData(byteArray, 0, CubemapFace.NegativeZ, 15); cubemap.SetPixelData(byteArray, 1, CubemapFace.NegativeZ, 12);
cubemap.Apply(updateMipmaps: false); } }
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