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. For most textures,
even faster is to use GetPixels32 which returns low precision color data without costly
integer-to-float conversions.
See Also: GetPixels32.
// 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. GetComponent.<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(); GetComponent<Renderer>().material.mainTexture = destTex; } }
See Also: SetPixels, mipmapCount.
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.