Version: 2023.1
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Cubemap.SetPixel

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Declaration

public void SetPixel(CubemapFace face, int x, int y, Color color, int mip = 0);

Parameters

x The x coordinate of the pixel to set. The range is 0 through (texture width - 1).
y The y coordinate of the pixel to set. The range is 0 through (texture height - 1).
color The color to set.
mip The mipmap level to write to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
face The CubemapFace to write to.

Description

Sets the pixel color at coordinates (x,y).

This method sets pixel data for the texture in CPU memory. Texture.isReadable must be true, and you must call Apply after SetPixel to upload the changed pixels to the GPU.

Apply is an expensive operation because it copies all the pixels in the texture even if you've only changed some of the pixels, so change as many pixels as possible before you call it.

SetPixel might be slower than some other texture methods because it converts the Color struct into the format the texture uses. To set pixel data more quickly, use SetPixelData instead.

The lower left corner of a face is (0, 0). If the pixel coordinate is outside the texture's dimensions, Unity clamps or repeats it, depending on the texture's TextureWrapMode.

If you need to get a large block of pixels, it might be faster to use SetPixels.

You can use SetPixel with the following texture formats:

  • Alpha8
  • ARGB32
  • ARGB4444
  • BGRA32
  • R16
  • R16_SIGNED
  • R8
  • R8_SIGNED
  • RFloat
  • RG16
  • RG16_SIGNED
  • RG32
  • RG32_SIGNED
  • RGB24
  • RGB24_SIGNED
  • RGB48
  • RGB48_SIGNED
  • RGB565
  • RGB9e5Float
  • RGBA32
  • RGBA32_SIGNED
  • RGBA4444
  • RGBA64
  • RGBA64_SIGNED
  • RGBAFloat
  • RGBAHalf
  • RGFloat
  • RGHalf
  • RHalf

For all other formats, Unity ignores SetPixel.

See Also: SetPixels, SetPixelData, GetPixel, Apply.

using UnityEngine;

public class Example : MonoBehaviour { public Cubemap cubeMap;

void Start() { // Set the pixel at (0,0) of the +X face red. cubeMap.SetPixel(CubemapFace.PositiveX, 0, 0, Color.red); cubeMap.Apply(); // Apply the stuff done to the Cubemap. } }