Legacy Documentation: Version 5.6 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Texture2D.SetPixel

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public function SetPixel(x: int, y: int, color: Color): void;
public void SetPixel(int x, int y, Color color);

Description

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 RGBA32, 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.

#pragma strict
function Start() {
	var texture: Texture2D = new Texture2D(128, 128);
	GetComponent.<Renderer>().material.mainTexture = texture;
	for (var y: int = 0; y < texture.height; y++) {
		for (var x: int = 0; x < texture.width; x++) {
			var color: Color = ((x & y) != 0 ? Color.white : Color.gray);
			texture.SetPixel(x, y, color);
		}
	}
	texture.Apply();
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Start() { Texture2D texture = new Texture2D(128, 128); GetComponent<Renderer>().material.mainTexture = texture;

for (int y = 0; y < texture.height; y++) { for (int x = 0; x < texture.width; x++) { Color color = ((x & y) != 0 ? Color.white : Color.gray); texture.SetPixel(x, y, color); } } texture.Apply(); } }