colors | 要指定的像素颜色数组(一幅展平为 1D 数组的 2D 图像)。 |
miplevel | 要写入的纹理的 Mip 级别。 |
设置像素颜色块。
该函数接收一个颜色数组,
然后更改纹理的整个 Mip 级别的像素颜色。调用 Apply 可实际将更改的像素
上传到显卡。colors
数组是一个平展 2D 数组,其中像素是从左到右、
从下到上排列(即,逐行排列)的。数组大小必须至少为所用 Mip 级别的宽度乘以高度。
默认 Mip 级别为零(基础纹理),在这种情况下,其大小只是该纹理的大小。
在一般情况下,Mip 级别的大小为 mipWidth=max(1,width>>miplevel)
,
高度也是如此。
This function works only on (most) uncompressed texture formats. For other formats SetPixels
fails.
Texture.isReadable must be true
.
使用 SetPixels
可比反复调用 SetPixel 快得多,尤其是
对于较大纹理而言。此外,SetPixels
还可访问单独的 Mipmap 级别。为了更快进行像素数据
访问,请使用返回 NativeArray
的 GetRawTextureData。SetPixels
throws an exception when it fails.
另请参阅:GetPixels、SetPixels32、SetPixelData、Apply、GetRawTextureData、LoadRawTextureData、mipmapCount。
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { Renderer rend = GetComponent<Renderer>();
// duplicate the original texture and assign to the material Texture2D texture = Instantiate(rend.material.mainTexture) as Texture2D; rend.material.mainTexture = texture;
// colors used to tint the first 3 mip levels Color[] colors = new Color[3]; colors[0] = Color.red; colors[1] = Color.green; colors[2] = Color.blue; int mipCount = Mathf.Min(3, texture.mipmapCount);
// tint each mip level for (int mip = 0; mip < mipCount; ++mip) { Color[] cols = texture.GetPixels(mip); for (int i = 0; i < cols.Length; ++i) { cols[i] = Color.Lerp(cols[i], colors[mip], 0.33f); } texture.SetPixels(cols, mip); } // actually apply all SetPixels, don't recalculate mip levels texture.Apply(false); } }
miplevel | 要写入的纹理的 Mip 级别。 |
设置像素颜色块。
该函数为上面的 SetPixels
的扩展版本;
它不修改整个 Mip 级别,而只修改从 x,y 开始的 blockWidth
x blockHeight
区域。
colors
数组的大小必须为 blockWidth*blockHeight,
并且修改后的块必须适合使用的 Mip 级别。
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