data | The array of data to use. |
mipLevel | The mipmap level to write to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0 . |
sourceDataStartIndex | The index in the source array to start copying from. The default value is 0 . |
Sets the raw data of an entire mipmap level directly in CPU memory.
This method sets pixel data for the texture in CPU memory. Texture.isReadable must be true
, and you must call Apply after SetPixelData
to upload the changed pixels to the GPU.SetPixelData
is useful if you want to load compressed or other non-color texture format data into a texture.
The size of the data
array must be the width × height of the mipmap level, and the data layout must match the texture format, otherwise SetPixelData
fails. You can use byte
for T
if you don't want to define a custom struct to match the texture format.
Unity throws an exception when SetPixelData
fails.
Additional resources: SetPixels, LoadRawTextureData, GetPixelData, Apply.
using UnityEngine;
public class ExampleScript : MonoBehaviour { public void Start() { var tex = new Texture2D(2, 2, TextureFormat.RGB24, true); var data = new byte[] { // mipmap level 0: 2x2 size 255, 0, 0, // red 0, 255, 0, // green 0, 0, 255, // blue 255, 235, 4, // yellow // mipmap level 1: 1x1 size 0, 255, 255 // cyan }; tex.SetPixelData(data, 0, 0); // mipmap level 0 tex.SetPixelData(data, 1, 12); // mipmap level 1 tex.filterMode = FilterMode.Point; tex.Apply(updateMipmaps: false);
GetComponent<Renderer>().material.mainTexture = tex; } }