Version: 2020.3
  • C#

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public void SetPixelData(T[] data, int mipLevel, int sourceDataStartIndex);


public void SetPixelData(NativeArray<T> data, int mipLevel, int sourceDataStartIndex);


data Data array to initialize texture pixels with.
mipLevel Mip level to fill.
sourceDataStartIndex Index in the source array to start copying from (default 0).


Set pixel values from raw preformatted data.

This function fills texture pixel memory of one mip level with raw data. This is useful if you want to load compressed or other non-color texture format data into a texture.

You should make the data that is passed the required size to fill the whole texture mip level according to its width, height and data format. Unity throws an exception otherwise.

Call Apply after setting image data to actually upload it to the GPU.

See Also: 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[] { // mip 0: 2x2 size 255, 0, 0, // red 0, 255, 0, // green 0, 0, 255, // blue 255, 235, 4, // yellow // mip 1: 1x1 size 0, 255, 255 // cyan }; tex.SetPixelData(data, 0, 0); // mip 0 tex.SetPixelData(data, 1, 12); // mip 1 tex.filterMode = FilterMode.Point; tex.Apply(updateMipmaps: false);

GetComponent<Renderer>().material.mainTexture = tex; } }