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Sets pixel color at coordinates (x,y).
Call Apply to actually upload the changed pixels to the graphics card. Uploading is an expensive operation, so you'll want to change as many pixels as possible between Apply calls.
If you're constantly regenerating a texture at runtime, it may be faster to generate an array of pixel colors and set all of them at once with SetPixels.
This function works only on ARGB32, RGB24 and Alpha8 texture formats. For other formats SetPixel is ignored. The texture also has to have Is Readable flag set in the import settings. See Also: SetPixels, GetPixel, Apply.
function Start () {
// Create a new texture and assign it to the renderer's material
var texture = new Texture2D(128, 128);
renderer.material.mainTexture = texture;
// Fill the texture with Sierpinski's fractal pattern!
for (var y : int = 0; y < texture.height; ++y) {
for (var x : int = 0; x < texture.width; ++x) {
var color = (x&y) ? Color.white : Color.gray;
texture.SetPixel (x, y, color);
}
}
// Apply all SetPixel calls
texture.Apply();
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void Start() {
Texture2D texture = new Texture2D(128, 128);
renderer.material.mainTexture = texture;
int y = 0;
while (y < texture.height) {
int x = 0;
while (x < texture.width) {
Color color = ((x & y) ? Color.white : Color.gray);
texture.SetPixel(x, y, color);
++x;
}
++y;
}
texture.Apply();
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
def Start():
texture as Texture2D = Texture2D(128, 128)
renderer.material.mainTexture = texture
y as int = 0
while y < texture.height:
x as int = 0
while x < texture.width:
color as Color = (Color.white if (x & y) else Color.gray)
texture.SetPixel(x, y, color)
++x
++y
texture.Apply()