colors | Pixel data for the Cubemap face. |
face | The face to which the new data should be applied. |
miplevel | The mipmap level for the face. |
Sets pixel colors of a cubemap face.
This function takes a color array and changes the pixel colors of the whole cubemap face. Call Apply to actually upload the changed pixels to the graphics card.
Thecolors
array is a flattened 2D array, where pixels are laid out right to left,
top to bottom (i.e. row after row). Array size must be at least width by height of the mip level used.
The default mip level is zero (the base texture) in which case the size is just the size of the texture.
In general case, mip level size is mipSize=max(1,width>>miplevel)
.This function works only on ARGB32
, RGB24
and Alpha8
texture formats.
For other formats SetPixels
is ignored.See Also: GetPixels, Apply, mipmapCount.// copy a texture to the +X face of a cubemap var c : Cubemap; private var CubeMapColors : Color[]; var t : Texture2D; CubeMapColors = t.GetPixels(); c.SetPixels(CubeMapColors,CubemapFace.PositiveX); c.Apply(); //Apply changes to the face of the Cubemap
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public Cubemap c; private Color[] CubeMapColors; public Texture2D t; void Example() { CubeMapColors = t.GetPixels(); c.SetPixels(CubeMapColors, CubemapFace.PositiveX); c.Apply(); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public c as Cubemap private CubeMapColors as (Color) public t as Texture2D def Example() as void: CubeMapColors = t.GetPixels() c.SetPixels(CubeMapColors, CubemapFace.PositiveX) c.Apply()