colors | The array of pixel colours to use. This is a 2D image flattened to a 1D array. |
miplevel | The mipmap level to write colors to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0 . |
Sets the pixel colors of an entire mipmap level.
This method sets pixel data for the texture in CPU memory. Texture.isReadable must be true
, and you must call Apply after SetPixels32
to upload the changed pixels to the GPU.colors
must contain the pixels slice by slice starting at the front of the texture. Each slice must contain the pixels row by row, starting at the bottom left of the texture. The size of the array must be the width × height × depth of the mipmap level.
A single call to SetPixels32
is usually faster than multiple calls to SetPixel, especially for large textures.SetPixels32
might be slower than some other texture methods because it converts the Color32 struct into the format the texture uses. To set pixel data more quickly, use SetPixelData instead.
You can use SetPixels32
with the following texture formats:
Alpha8
ARGB32
ARGB4444
BGRA32
R16
R16_SIGNED
R8
R8_SIGNED
RFloat
RG16
RG16_SIGNED
RG32
RG32_SIGNED
RGB24
RGB24_SIGNED
RGB48
RGB48_SIGNED
RGB565
RGB9e5Float
RGBA32
RGBA32_SIGNED
RGBA4444
RGBA64
RGBA64_SIGNED
RGBAFloat
RGBAHalf
RGFloat
RGHalf
RHalf
For all other formats, SetPixels32
fails. Unity throws an exception when SetPixels32
fails.
Additional resources: SetPixels, SetPixelData, GetPixels32, GetPixels, Apply, GetRawTextureData, LoadRawTextureData, mipmapCount.
using UnityEngine;
public class Example : MonoBehaviour { // This script tints a texture's mipmap levels with different colors.
void Start() { Renderer rend = GetComponent<Renderer>();
// Duplicate the original texture and assign to this GameObject's material. Texture2D texture = (Texture2D)Instantiate(rend.material.mainTexture); rend.material.mainTexture = texture;
// Create the colors to use var colors = new Color32[3]; colors[0] = Color.red; colors[1] = Color.green; colors[2] = Color.blue; var mipCount = Mathf.Min(3, texture.mipmapCount);
// For each mipmap level, use GetPixels to fetch an array of pixel data, and use SetPixels32 to fill the mipmap level with one color. for (var mip = 0; mip < mipCount; ++mip) { var cols = texture.GetPixels32(mip); for (var i = 0; i < cols.Length; ++i) { cols[i] = Color32.Lerp(cols[i], colors[mip], 0.33f); } texture.SetPixels32(cols, mip); }
// Copy the changes to the GPU, and don't recalculate mipmap levels. texture.Apply(false); } }
x | The x coordinate to place the block of pixels at. The range is 0 through (texture width - 1). |
y | The y coordinate to place the block of pixels at. The range is 0 through (texture height - 1). |
blockWidth | The width of the block of pixels to set. |
blockHeight | The height of the block of pixels to set. |
colors | The array of pixel colours to use. This is a 2D image flattened to a 1D array. Must be blockWidth x blockHeight in length. |
miplevel | The mipmap level to write colors to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0 . |
Sets the pixel colors of part of a mipmap level.
This version of SetPixels32
sets part of a mipmap level instead of the whole mipmap level.