face | The face from which pixel data is taken. |
miplevel | Mipmap level for the chosen face. |
Returns pixel colors of a cubemap face.
This function returns an array of pixel colors of the whole mip level of a cubemap face.
The returned array is a flattened 2D array, where pixels are laid out right to left, top to bottom (i.e. row after row). Array size is 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 ismipSize=max(1,width>>miplevel)
.The texture must have the Is Readable flag set in the import settings, otherwise this function will fail.Using GetPixels
can be faster than calling GetPixel repeatedly, especially
for large textures. In addition, GetPixels
can access individual mipmap levels.See Also: SetPixels, mipmapCount.
// copy the +X face of a cubemap to a texture. var c : Cubemap; var t : Texture2D; private var CubeMapColors : Color[]; CubeMapColors = c.GetPixels(CubemapFace.PositiveX); t.SetPixels(CubeMapColors); t.Apply(); //Apply changes to the copied texture
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public Cubemap c; public Texture2D t; private Color[] CubeMapColors; void Example() { CubeMapColors = c.GetPixels(CubemapFace.PositiveX); t.SetPixels(CubeMapColors); t.Apply(); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public c as Cubemap public t as Texture2D private CubeMapColors as (Color) def Example() as void: CubeMapColors = c.GetPixels(CubemapFace.PositiveX) t.SetPixels(CubeMapColors) t.Apply()