x | X coordinate of the pixel to set. |
y | Y coordinate of the pixel to set. |
color | Color to set. |
mipLevel | Mip level to sample, must be in the range [0, mipCount[. |
设置坐标 (x,y) 处的像素颜色。
调用 Apply 可实际将更改的像素上传到显卡。
上传是一项成本很高的操作,因此您想要在 Apply
调用之间尽可能多地
更改像素。
如果您需要在运行时不断重新生成纹理,
则生成一个像素颜色数组并使用 SetPixels 一次性完成设置可能会更快。
This function works only on RGBA32
, ARGB32
, RGB24
and Alpha8
texture formats.
For other formats SetPixel
is ignored.
Texture.isReadable must be true
.
See Also: SetPixels, SetPixelData, GetPixel, 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(); } }
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