Version: 2021.3
  • C#


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public void SetPixels32(Color32[] colors, int miplevel = 0);


colors Pixel values to assign to the Texture.
miplevel Mip level of the Texture passed in pixel values.


Set a block of pixel colors.

This function takes a Color32 array and changes the pixel colors of the whole mip level of the texture. 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 left to right, bottom to top (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 mipWidth=max(1,width>>miplevel) and similarly for height.

This function works only on (most) uncompressed texture formats. If the Texture format is not RGBA32, ARGB32 or any other 8 bit/channel format, then this function converts the data. This extra conversion makes the function slower. For other formats SetPixels32 fails. Texture.isReadable must be true.

Using SetPixels32 is faster than calling SetPixels. For an even faster pixel data access, use GetRawTextureData that returns a NativeArray.

SetPixels32 throws an exception when it fails.

See Also: SetPixels, SetPixelData, GetPixels32, GetPixels, Apply, GetRawTextureData, LoadRawTextureData, mipmapCount.

using UnityEngine;

public class Example : MonoBehaviour { // This script will tint texture's mip levels in different colors // (1st level red, 2nd green, 3rd blue). You can use it to see // which mip levels are actually used and how.

void Start() { Renderer rend = GetComponent<Renderer>();

// duplicate the original texture and assign to the material Texture2D texture = (Texture2D)Instantiate(rend.material.mainTexture); rend.material.mainTexture = texture;

// colors used to tint the first 3 mip levels var colors = new Color32[3]; colors[0] =; colors[1] =; colors[2] =; var mipCount = Mathf.Min(3, texture.mipmapCount);

// tint each mip level for (var mip = 0; mip < mipCount; ++mip) { var cols = texture.GetPixels32(mip); for (var i = 0; i < cols.Length; ++i) { cols[i] = Color32.Lerp(cols[i], colors[mip], 0.33f); } texture.SetPixels32(cols, mip); }

// actually apply all SetPixels32, don't recalculate mip levels texture.Apply(false); } }


public void SetPixels32(int x, int y, int blockWidth, int blockHeight, Color32[] colors, int miplevel = 0);


Set a block of pixel colors.

This function is an extended version of SetPixels32 above; it does not modify the whole mip level but modifies only blockWidth by blockHeight region starting at x,y. The colors array must be blockWidth*blockHeight size, and the modified block must fit into the used mip level.