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public function GetPixels(miplevel:
int = 0):
Color[];
public Color[] GetPixels(int miplevel = 0);
public
def GetPixels(miplevel as int = 0)
as Color[]
Description
Get a block of pixel colors.
This function returns an array of pixel colors of the whole
mip level of the texture.
The returned array is a flattened 2D array, where pixels are laid out left to right,
bottom to top (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 is
mipWidth=max(1,width>>miplevel)
and similarly for height.
The texture must have the
Read/Write Enabled 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.
// Get a rectangular area of a texture and place it into a new
// texture the size of the rectangle.
// Source texture and the rectangular area we want to extract.
var sourceTex: Texture2D;
var sourceRect: Rect;
function Start () {
// The values in the Rect structure are floats, so round them
// down to the nearest integer.
var x = Mathf.FloorToInt(sourceRect.x);
var y = Mathf.FloorToInt(sourceRect.x);
var width = Mathf.FloorToInt(sourceRect.width);
var height = Mathf.FloorToInt(sourceRect.height);
// Get the pixel block and place it into a new texture.
var pix = sourceTex.GetPixels(x, y, width, height);
var destTex = new Texture2D(width, height);
destTex.SetPixels(pix);
destTex.Apply();
// Set the current object's texture to show the
// extracted rectangle.
renderer.material.mainTexture = destTex;
}
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour {
public Texture2D sourceTex;
public Rect sourceRect;
void Start() {
int x = Mathf.FloorToInt(sourceRect.x);
int y = Mathf.FloorToInt(sourceRect.x);
int width = Mathf.FloorToInt(sourceRect.width);
int height = Mathf.FloorToInt(sourceRect.height);
Color[] pix = sourceTex.GetPixels(x, y, width, height);
Texture2D destTex = new Texture2D(width, height);
destTex.SetPixels(pix);
destTex.Apply();
renderer.material.mainTexture = destTex;
}
}
import UnityEngine
import System.Collections
public class ExampleClass(MonoBehaviour):
public sourceTex as Texture2D
public sourceRect as Rect
def Start() as void:
x as int = Mathf.FloorToInt(sourceRect.x)
y as int = Mathf.FloorToInt(sourceRect.x)
width as int = Mathf.FloorToInt(sourceRect.width)
height as int = Mathf.FloorToInt(sourceRect.height)
pix as (Color) = sourceTex.GetPixels(x, y, width, height)
destTex as Texture2D = Texture2D(width, height)
destTex.SetPixels(pix)
destTex.Apply()
renderer.material.mainTexture = destTex
public function GetPixels(x:
int,
y: int,
blockWidth: int,
blockHeight: int,
miplevel: int = 0):
Color[];
public Color[] GetPixels(int x,
int y,
int blockWidth,
int blockHeight,
int miplevel = 0);
public
def GetPixels(x as int,
y as int,
blockWidth as int,
blockHeight as int,
miplevel as int = 0)
as Color[]
Description
Get a block of pixel colors.
This function is an extended version of GetPixels
above; it does not return the whole
mip level but only blockWidth
by blockHeight
region starting at x,y.
The block must fit into the used mip level. The returned array is blockWidth*blockHeight size.