Version: 2021.3
言語: 日本語
public Color[] GetPixels (int arrayElement, int miplevel);
public Color[] GetPixels (int arrayElement);

パラメーター

arrayElement The array slice to read pixel data from.
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 pixel color data for a given mip level of a given slice. 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.

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 Texture2DArrayExample : MonoBehaviour { public Texture2DArray source; public Texture2DArray destination;

void Start() { // Get a copy of the color data from the source Texture2DArray, in high-precision float format. // Each element in the array represents the color data for an individual pixel. int sourceSlice = 0; int sourceMipLevel = 0; Color[] pixels = source.GetPixels(sourceSlice, sourceMipLevel);

// If required, manipulate the pixels before applying them to the destination Texture2DArray. // 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 Texture2DArray. int destinationSlice = 0; int destinationMipLevel = 0; destination.SetPixels(pixels, destinationSlice, destinationMipLevel);

// Apply changes to the destination Texture2DArray, which uploads its data to the GPU. destination.Apply(); } }