public Color32[] GetPixels32 (int miplevel= 0);

説明

Color32 形式のピクセルのカラー配列を取得します

This function returns an array of pixel colors of the whole mip level of the texture.

The returned array is a flattened 2D array, where pixels are laid out left to right, bottom to top (i.e. row after row). Array size is 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.

The texture must have the Read/Write Enabled flag set in the import settings, otherwise this function will fail. GetPixels32 is not available on Textures using Crunch texture compression.

Using GetPixels32 can be faster than calling GetPixel repeatedly, especially for large textures. In addition, GetPixels32 can access individual mipmap levels.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Texture2D sourceTex; void Start() { Color32[] pix = sourceTex.GetPixels32(); System.Array.Reverse(pix); Texture2D destTex = new Texture2D(sourceTex.width, sourceTex.height); destTex.SetPixels32(pix); destTex.Apply(); GetComponent<Renderer>().material.mainTexture = destTex; } }

関連項目: SetPixels, mipmapCount.