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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 Read/Write Enabled 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 ExampleClass : 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 public class ExampleClass(MonoBehaviour): def Start() as void: 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()