Version: 2023.2
言語: 日本語
public void SetPixels32 (Color32[] colors, int miplevel);
public void SetPixels32 (Color32[] colors);

パラメーター

colors The array of pixel colours to use. This is a 3D texture 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.

説明

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 SetPixel32 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, mipmapCount.