Version: 2021.2
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CubemapArray.GetPixels

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Declaration

public Color[] GetPixels(CubemapFace face, int arrayElement, int miplevel);

Declaration

public Color[] GetPixels(CubemapFace face, int arrayElement);

Parameters

face The cubemap face to read pixel data from.
arrayElement The array element ("slice") to read pixel data from.
miplevel The mip level to read pixel data from. The default is 0.

Returns

Color[] An array that contains a copy of the requested pixel colors, represented by Color structs.

Description

Retrieves a copy of the pixel color data for a given mip level of a given face of a given slice. 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. If a lower-precision representation is acceptable, GetPixels32 is faster and uses less memory because it does not perform integer-to-float conversions. For a direct view into the pixel data, use GetPixelData.

For this function to succeed, Texture.isReadable must be true and the data must not be Crunch compressed. GetPixels32 supports Crunch compressed textures.

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. If this function fails, Unity throws an exception.

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 CubemapArrayExample : MonoBehaviour { public CubemapArray source; public CubemapArray destination;

void Start() { // Get a copy of the color data from the source CubemapArray, in high-precision float format. // Each element in the array represents the color data for an individual pixel. CubemapFace sourceFace = CubemapFace.PositiveX; int sourceSlice = 0; int sourceMipLevel = 0; Color[] pixels = source.GetPixels(sourceFace, sourceSlice, 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 CubemapArray. CubemapFace destinationFace = CubemapFace.PositiveX; int destinationSlice = 0; int destinationMipLevel = 0; destination.SetPixels(pixels, destinationFace, destinationSlice, destinationMipLevel);

// Apply changes to the destination CubemapArray, which uploads its data to the GPU. destination.Apply(); } }