Version: 2018.4
public void LoadRawTextureData (byte[] data);
public void LoadRawTextureData (NativeArray<T> data);
public void LoadRawTextureData (IntPtr data, int size);


dataRaw data array to initialize texture pixels with.


Raw 形式データを読み取ってテクスチャのピクセルを格納します。

この関数はテクスチャピクセルメモリに Raw データを格納します。これは、圧縮テクスチャ形式データをテクスチャに読み込むには最も有用です。

Passed data should be of required size to fill the whole texture according to its width, height, data format and mipmapCount; otherwise a UnityException is thrown. Mipmaps are laid out in memory starting from largest, with smaller mip level data immediately following. For example, a 16x8 texture of RGBA32 format with no mipmaps can be filled with a 512-byte array (16x8x4).

For runtime texture generation, it is also possible to directly write into texture data via GetRawTextureData that returns a Unity.Collections.NativeArray. This can be faster since it avoids a memory copy that LoadRawTextureData would do.

実際にグラフィックスカードによって変更されたピクセルをアップロードして Apply を呼び出します。

See Also: SetPixels, SetPixels32, LoadImage, Apply, GetRawTextureData.

using UnityEngine;

public class ExampleScript : MonoBehaviour { public void Start() { // Create a 16x16 texture with PVRTC RGBA4 format // and fill it with raw PVRTC bytes. Texture2D tex = new Texture2D(16, 16, TextureFormat.PVRTC_RGBA4, false); // Raw PVRTC4 data for a 16x16 texture. This format is four bits // per pixel, so data should be 16*16/2=128 bytes in size. // Texture that is encoded here is mostly green with some angular // blue and red lines. byte[] pvrtcBytes = new byte[] { 0x30, 0x32, 0x32, 0x32, 0xe7, 0x30, 0xaa, 0x7f, 0x32, 0x32, 0x32, 0x32, 0xf9, 0x40, 0xbc, 0x7f, 0x03, 0x03, 0x03, 0x03, 0xf6, 0x30, 0x02, 0x05, 0x03, 0x03, 0x03, 0x03, 0xf4, 0x30, 0x03, 0x06, 0x32, 0x32, 0x32, 0x32, 0xf7, 0x40, 0xaa, 0x7f, 0x32, 0xf2, 0x02, 0xa8, 0xe7, 0x30, 0xff, 0xff, 0x03, 0x03, 0x03, 0xff, 0xe6, 0x40, 0x00, 0x0f, 0x00, 0xff, 0x00, 0xaa, 0xe9, 0x40, 0x9f, 0xff, 0x5b, 0x03, 0x03, 0x03, 0xca, 0x6a, 0x0f, 0x30, 0x03, 0x03, 0x03, 0xff, 0xca, 0x68, 0x0f, 0x30, 0xaa, 0x94, 0x90, 0x40, 0xba, 0x5b, 0xaf, 0x68, 0x40, 0x00, 0x00, 0xff, 0xca, 0x58, 0x0f, 0x20, 0x00, 0x00, 0x00, 0xff, 0xe6, 0x40, 0x01, 0x2c, 0x00, 0xff, 0x00, 0xaa, 0xdb, 0x41, 0xff, 0xff, 0x00, 0x00, 0x00, 0xff, 0xe8, 0x40, 0x01, 0x1c, 0x00, 0xff, 0x00, 0xaa, 0xbb, 0x40, 0xff, 0xff, }; // Load data into the texture and upload it to the GPU. tex.LoadRawTextureData(pvrtcBytes); tex.Apply(); // Assign texture to renderer's material. GetComponent<Renderer>().material.mainTexture = tex; } }