Version: 2021.2
言語: 日本語
public Color[] GetPixels (int miplevel= 0);

パラメーター

miplevel The mip level to read pixel data from. The default is 0.

戻り値

Color[] An array that contains a copy of the requested pixel colors.

説明

Retrieves a copy of the the pixel color data for a given mip level. The colors are represented by Color structs.

A single call to this function is usually faster than multiple calls to GetPixel, especially for large textures. If a lower-precision representation is acceptable, GetPixels32 is faster and uses less memory because it does not perform integer-to-float conversions. For a direct view into the pixel data, use GetPixelData. If you don't need any decoding or format conversion, the fastest way to access the pixels is GetRawTextureData.

For this function to succeed, Texture.isReadable must be true and the data must not be Crunch compressed. GetPixels32 supports Crunch compressed textures.

The returned array is a flattened 2D array, where the data appears row by row: the pixels are laid out left to right, bottom to top. The dimensions of the array are width * height of the mip level. If this function fails, Unity throws an exception.

using UnityEngine;

public class Texture2DExample : MonoBehaviour { public Texture2D source; public Texture2D destination;

void Start() { // Get a copy of the color data from the source Texture2D, in high-precision float format. // Each element in the array represents the color data for an individual pixel. int sourceMipLevel = 0; Color[] pixels = source.GetPixels(sourceMipLevel); // If required, manipulate the pixels before applying them to the destination Texture2D. // This example code reverses the array, which rotates the image 180 degrees. System.Array.Reverse(pixels, 0, pixels.Length);

// Set the pixels of the destination Texture2D. int destinationMipLevel = 0; destination.SetPixels(pixels, destinationMipLevel);

// Apply changes to the destination Texture2D, which uploads its data to the GPU. destination.Apply(); } }

public Color[] GetPixels (int x, int y, int blockWidth, int blockHeight, int miplevel= 0);

パラメーター

x フェッチするピクセル配列の x 位置。
y フェッチするピクセル配列の y 位置。
blockWidth フェッチするピクセル配列の幅の長さ。
blockHeight フェッチするピクセル配列の高さ。
miplevel The mip level to read pixel data from. The default is 0.

戻り値

Color[] An array that contains a copy of the requested pixel colors.

説明

Retrieves a copy of the the pixel color data for a given area of a given mip level. The colors are represented by Color structs.

This function is an extended version of GetPixels. It does not return data for all pixels, only the blockWidth by blockHeight region starting at x,y.

The block is limited by the size of the mipmap level. The size of the returned array is blockWidth*blockHeight.

// Get a rectangular area of a texture and place it into
// a new texture the size of the rectangle.
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { // Source texture and the rectangular area we want to extract. public Texture2D sourceTex; public Rect sourceRect;

void Start() { int x = Mathf.FloorToInt(sourceRect.x); int y = Mathf.FloorToInt(sourceRect.y); int width = Mathf.FloorToInt(sourceRect.width); int height = Mathf.FloorToInt(sourceRect.height);

Color[] pix = sourceTex.GetPixels(x, y, width, height); Texture2D destTex = new Texture2D(width, height); destTex.SetPixels(pix); destTex.Apply();

// Set the current object's texture to show the // extracted rectangle. GetComponent<Renderer>().material.mainTexture = destTex; } }