colors | キューブマップ面のピクセルデータ |
face | 新しいデータを適用する面 |
miplevel | 面のミップマップレベル |
キューブマップの面のピクセルカラーを設定します。
This method takes a color array and changes the pixel colors of the whole
cubemap face. Call Apply to actually upload the changed
pixels to the graphics card.
The colors
array is a flattened 2D array, where pixels are laid out right to left,
top to bottom (i.e. row after row). Array size must be at least 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 mipSize=max(1,width>>miplevel)
.
This method works only on RGBA32
, ARGB32
, RGB24
and Alpha8
texture formats.
For other formats SetPixels
is ignored.
See Also: GetPixels, SetPixelData, Apply, mipmapCount.
// copy a texture to the +X face of a cubemap
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Cubemap c; public Texture2D t; private Color[] CubeMapColors;
void Example() { CubeMapColors = t.GetPixels(); c.SetPixels(CubeMapColors, CubemapFace.PositiveX); c.Apply(); } }
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