Version: 2020.3
LanguageEnglish
  • C#

ImageConversion.LoadImage

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

Declaration

public static bool LoadImage(Texture2D tex, byte[] data, bool markNonReadable);

Parameters

tex The texture to load the image into.
data The byte array containing the image data to load.
markNonReadable Set to false by default, pass true to optionally mark the texture as non-readable.

Returns

bool Returns true if the data can be loaded, false otherwise.

Description

Loads PNG or JPG image byte array into a texture.

The LoadImage function replaces texture contents with new image data. This function can also change texture size and format. JPG files are loaded into RGB24 format, PNG files are loaded into ARGB32 format. If texture format before calling LoadImage is DXT1 or DXT5, then the loaded image will be DXT-compressed (into DXT1 for JPG images and DXT5 for PNG images). Unity returns false if your platform cannot use the compressed format on the GPU. Use SystemInfo.IsFormatSupported to check if your platform supports a format.

Texture will be uploaded to the GPU automatically; there's no need to call Apply.

This function loads the texture data without gamma correction. If the texture data uses the sRGB color space, you must use an sRGB Texture2D object for correct rendering results. Likewise, if the texture data uses the linear color space, then you must use a linear Texture2D object. (A Texture2D object is sRGB if its linear constructor parameter was false, which is the default, and linear if the parameter was set to true.)

Note: In previous versions of Unity, texture data from all PNG textures containing a gAMA block was returned in gamma 2.0 space. If you want to retain this old behavior, for example when working with older projects that dynamically load textures using LoadImage, set ImageConversion.EnableLegacyPngGammaRuntimeLoadBehavior to true.

using UnityEngine;

public class ExampleClass : MonoBehaviour { // Load a .jpg or .png file by adding .bytes extensions to the file // and dragging it on the imageAsset variable. public TextAsset imageAsset; public void Start() { // Create a texture. Texture size does not matter, since // LoadImage will replace with the size of the incoming image. Texture2D tex = new Texture2D(2, 2); ImageConversion.LoadImage(tex, imageAsset.bytes); GetComponent<Renderer>().material.mainTexture = tex; } }

See Also: EncodeToPNG, EncodeToJPG, LoadRawTextureData functions.

using UnityEngine;

public class ExampleScript : MonoBehaviour { public void Start() { // Create a texture. Texture size does not matter, since // LoadImage will replace with the size of the incoming image. Texture2D tex = new Texture2D(2, 2); // A small 64x64 Unity logo encoded into a PNG. byte[] pngBytes = new byte[] { 0x89, 0x50, 0x4E, 0x47, 0x0D, 0x0A, 0x1A, 0x0A, 0x00, 0x00, 0x00, 0x0D, 0x49, 0x48, 0x44, 0x52, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x40, 0x08, 0x00, 0x00, 0x00, 0x00, 0x8F, 0x02, 0x2E, 0x02, 0x00, 0x00, 0x01, 0x57, 0x49, 0x44, 0x41, 0x54, 0x78, 0x01, 0xA5, 0x57, 0xD1, 0xAD, 0xC4, 0x30, 0x08, 0x83, 0x81, 0x32, 0x4A, 0x66, 0xC9, 0x36, 0x99, 0x85, 0x45, 0xBC, 0x4E, 0x74, 0xBD, 0x8F, 0x9E, 0x5B, 0xD4, 0xE8, 0xF1, 0x6A, 0x7F, 0xDD, 0x29, 0xB2, 0x55, 0x0C, 0x24, 0x60, 0xEB, 0x0D, 0x30, 0xE7, 0xF9, 0xF3, 0x85, 0x40, 0x74, 0x3F, 0xF0, 0x52, 0x00, 0xC3, 0x0F, 0xBC, 0x14, 0xC0, 0xF4, 0x0B, 0xF0, 0x3F, 0x01, 0x44, 0xF3, 0x3B, 0x3A, 0x05, 0x8A, 0x41, 0x67, 0x14, 0x05, 0x18, 0x74, 0x06, 0x4A, 0x02, 0xBE, 0x47, 0x54, 0x04, 0x86, 0xEF, 0xD1, 0x0A, 0x02, 0xF0, 0x84, 0xD9, 0x9D, 0x28, 0x08, 0xDC, 0x9C, 0x1F, 0x48, 0x21, 0xE1, 0x4F, 0x01, 0xDC, 0xC9, 0x07, 0xC2, 0x2F, 0x98, 0x49, 0x60, 0xE7, 0x60, 0xC7, 0xCE, 0xD3, 0x9D, 0x00, 0x22, 0x02, 0x07, 0xFA, 0x41, 0x8E, 0x27, 0x4F, 0x31, 0x37, 0x02, 0xF9, 0xC3, 0xF1, 0x7C, 0xD2, 0x16, 0x2E, 0xE7, 0xB6, 0xE5, 0xB7, 0x9D, 0xA7, 0xBF, 0x50, 0x06, 0x05, 0x4A, 0x7C, 0xD0, 0x3B, 0x4A, 0x2D, 0x2B, 0xF3, 0x97, 0x93, 0x35, 0x77, 0x02, 0xB8, 0x3A, 0x9C, 0x30, 0x2F, 0x81, 0x83, 0xD5, 0x6C, 0x55, 0xFE, 0xBA, 0x7D, 0x19, 0x5B, 0xDA, 0xAA, 0xFC, 0xCE, 0x0F, 0xE0, 0xBF, 0x53, 0xA0, 0xC0, 0x07, 0x8D, 0xFF, 0x82, 0x89, 0xB4, 0x1A, 0x7F, 0xE5, 0xA3, 0x5F, 0x46, 0xAC, 0xC6, 0x0F, 0xBA, 0x96, 0x1C, 0xB1, 0x12, 0x7F, 0xE5, 0x33, 0x26, 0xD2, 0x4A, 0xFC, 0x41, 0x07, 0xB3, 0x09, 0x56, 0xE1, 0xE3, 0xA1, 0xB8, 0xCE, 0x3C, 0x5A, 0x81, 0xBF, 0xDA, 0x43, 0x73, 0x75, 0xA6, 0x71, 0xDB, 0x7F, 0x0F, 0x29, 0x24, 0x82, 0x95, 0x08, 0xAF, 0x21, 0xC9, 0x9E, 0xBD, 0x50, 0xE6, 0x47, 0x12, 0x38, 0xEF, 0x03, 0x78, 0x11, 0x2B, 0x61, 0xB4, 0xA5, 0x0B, 0xE8, 0x21, 0xE8, 0x26, 0xEA, 0x69, 0xAC, 0x17, 0x12, 0x0F, 0x73, 0x21, 0x29, 0xA5, 0x2C, 0x37, 0x93, 0xDE, 0xCE, 0xFA, 0x85, 0xA2, 0x5F, 0x69, 0xFA, 0xA5, 0xAA, 0x5F, 0xEB, 0xFA, 0xC3, 0xA2, 0x3F, 0x6D, 0xFA, 0xE3, 0xAA, 0x3F, 0xEF, 0xFA, 0x80, 0xA1, 0x8F, 0x38, 0x04, 0xE2, 0x8B, 0xD7, 0x43, 0x96, 0x3E, 0xE6, 0xE9, 0x83, 0x26, 0xE1, 0xC2, 0xA8, 0x2B, 0x0C, 0xDB, 0xC2, 0xB8, 0x2F, 0x2C, 0x1C, 0xC2, 0xCA, 0x23, 0x2D, 0x5D, 0xFA, 0xDA, 0xA7, 0x2F, 0x9E, 0xFA, 0xEA, 0xAB, 0x2F, 0xDF, 0xF2, 0xFA, 0xFF, 0x01, 0x1A, 0x18, 0x53, 0x83, 0xC1, 0x4E, 0x14, 0x1B, 0x00, 0x00, 0x00, 0x00, 0x49, 0x45, 0x4E, 0x44, 0xAE, 0x42, 0x60, 0x82, }; // Load data into the texture. ImageConversion.LoadImage(tex, pngBytes);

// Assign texture to renderer's material. GetComponent<Renderer>().material.mainTexture = tex; } }