Version: 2021.3
  • C#


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public void SetPixels(Color[] colors, CubemapFace face, int miplevel);


public void SetPixels(Color[] colors, CubemapFace face);


colors Pixel data for the Cubemap face.
face The face to which the new data should be applied.
miplevel The mipmap level for the face.


Sets pixel colors of a cubemap face.

This method takes a color array and changes the pixel colors of the whole cubemap face. Call Apply to actually upload the changed pixels to the graphics card.

The colors array is a flattened 2D array, where pixels are laid out right to left, top to bottom (i.e. row after row). Array size must be at least 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 mipSize=max(1,width>>miplevel).

This method works only on RGBA32, ARGB32, RGB24 and Alpha8 texture formats. For other formats SetPixels is ignored.

SetPixels throws an exception when it fails.

See Also: GetPixels, SetPixelData, Apply, mipmapCount.

// copy a texture to the +X face of a cubemap

using UnityEngine; using System.Collections;

public class ExampleClass : MonoBehaviour { public Cubemap c; public Texture2D t; private Color[] CubeMapColors;

void Example() { CubeMapColors = t.GetPixels(); c.SetPixels(CubeMapColors, CubemapFace.PositiveX); c.Apply(); } }