Version: 2018.4
public void Apply (bool updateMipmaps= true, bool makeNoLongerReadable= false);


updateMipmapstrue に設定すると、mipmap のレベルを再計算します。
makeNoLongerReadabletrue に設定すると、テクスチャのシステムメモリコピーを削除します。


SetPixel 関数と SetPixels 関数による変更を適用します

If updateMipmaps is true, the mipmap levels are recalculated as well, using the base level as a source. Usually you want to use true in all cases except when you've modified the mip levels yourself using SetPixels. By default updateMipmaps is set to true.

If makeNoLongerReadable is true, texture will be marked as no longer readable and memory will be freed after uploading to GPU. By default makeNoLongerReadable is set to false.

Apply is a potentially expensive operation, so you'll want to change as many pixels as possible between Apply calls.

Alternatively, if you don't need to access the pixels on the CPU, you could use Graphics.CopyTexture for fast GPU-side texture data copies. Note that calling Apply may undo the results of previous calls to Graphics.CopyTexture.


// Create a new texture and assign it to the renderer's material
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 &amp; y) != 0 ? Color.white : Color.gray); texture.SetPixel(x, y, color); } } texture.Apply(); } }

関連項目: SetPixelSetPixels 関数、Graphics.CopyTexture