public bool LoadImage (byte[] data, bool markNonReadable= false);

パラメーター

data バイト配列はイメージを読み込むためのデータを含んでいます。
markNonReadable デフォルトでは false に設定されており、ピクセルデータを読み込み不可にするには true にします。

戻り値

bool データが読み込み可能であれば True、不可であれば False を返します。

説明

byte 配列からテクスチャへ変換し PNG/JPG 画像を読み込みます

This function replaces texture contents with new image data. After LoadImage, texture size and format might change. JPG files are loaded into RGB24 format, PNG files are loaded into ARGB32 format. If texture format before calling LoadImage is DXT1 or DXT5, then the loaded image will be DXT-compressed (into DXT1 for JPG images and DXT5 for PNG images). If the platform is not able to perform runtime compression then false will be returned.

テクスチャを自動的に GPU にアップロードします。Apply を呼び出す必要はありません。

using UnityEngine;

public class ExampleClass : MonoBehaviour { // Load a .jpg or .png file by adding .bytes extensions to the file // and dragging it on the imageAsset variable. public TextAsset imageAsset; public void Start() { // Create a texture. Texture size does not matter, since // LoadImage will replace with with incoming image size. Texture2D tex = new Texture2D(2, 2); tex.LoadImage(imageAsset.bytes); GetComponent<Renderer>().material.mainTexture = tex; } }

関連項目: EncodeToPNGEncodeToJPGLoadRawTextureData 関数

using UnityEngine;

public class ExampleScript : MonoBehaviour {

public void Start () { // Create a texture. Texture size does not matter, since // LoadImage will replace with with incoming image size. Texture2D tex = new Texture2D(2, 2); // A small 64x64 Unity logo encoded into a PNG. byte[] pngBytes = new byte[] { 0x89,0x50,0x4E,0x47,0x0D,0x0A,0x1A,0x0A,0x00,0x00,0x00,0x0D,0x49,0x48,0x44,0x52, 0x00,0x00,0x00,0x40,0x00,0x00,0x00,0x40,0x08,0x00,0x00,0x00,0x00,0x8F,0x02,0x2E, 0x02,0x00,0x00,0x01,0x57,0x49,0x44,0x41,0x54,0x78,0x01,0xA5,0x57,0xD1,0xAD,0xC4, 0x30,0x08,0x83,0x81,0x32,0x4A,0x66,0xC9,0x36,0x99,0x85,0x45,0xBC,0x4E,0x74,0xBD, 0x8F,0x9E,0x5B,0xD4,0xE8,0xF1,0x6A,0x7F,0xDD,0x29,0xB2,0x55,0x0C,0x24,0x60,0xEB, 0x0D,0x30,0xE7,0xF9,0xF3,0x85,0x40,0x74,0x3F,0xF0,0x52,0x00,0xC3,0x0F,0xBC,0x14, 0xC0,0xF4,0x0B,0xF0,0x3F,0x01,0x44,0xF3,0x3B,0x3A,0x05,0x8A,0x41,0x67,0x14,0x05, 0x18,0x74,0x06,0x4A,0x02,0xBE,0x47,0x54,0x04,0x86,0xEF,0xD1,0x0A,0x02,0xF0,0x84, 0xD9,0x9D,0x28,0x08,0xDC,0x9C,0x1F,0x48,0x21,0xE1,0x4F,0x01,0xDC,0xC9,0x07,0xC2, 0x2F,0x98,0x49,0x60,0xE7,0x60,0xC7,0xCE,0xD3,0x9D,0x00,0x22,0x02,0x07,0xFA,0x41, 0x8E,0x27,0x4F,0x31,0x37,0x02,0xF9,0xC3,0xF1,0x7C,0xD2,0x16,0x2E,0xE7,0xB6,0xE5, 0xB7,0x9D,0xA7,0xBF,0x50,0x06,0x05,0x4A,0x7C,0xD0,0x3B,0x4A,0x2D,0x2B,0xF3,0x97, 0x93,0x35,0x77,0x02,0xB8,0x3A,0x9C,0x30,0x2F,0x81,0x83,0xD5,0x6C,0x55,0xFE,0xBA, 0x7D,0x19,0x5B,0xDA,0xAA,0xFC,0xCE,0x0F,0xE0,0xBF,0x53,0xA0,0xC0,0x07,0x8D,0xFF, 0x82,0x89,0xB4,0x1A,0x7F,0xE5,0xA3,0x5F,0x46,0xAC,0xC6,0x0F,0xBA,0x96,0x1C,0xB1, 0x12,0x7F,0xE5,0x33,0x26,0xD2,0x4A,0xFC,0x41,0x07,0xB3,0x09,0x56,0xE1,0xE3,0xA1, 0xB8,0xCE,0x3C,0x5A,0x81,0xBF,0xDA,0x43,0x73,0x75,0xA6,0x71,0xDB,0x7F,0x0F,0x29, 0x24,0x82,0x95,0x08,0xAF,0x21,0xC9,0x9E,0xBD,0x50,0xE6,0x47,0x12,0x38,0xEF,0x03, 0x78,0x11,0x2B,0x61,0xB4,0xA5,0x0B,0xE8,0x21,0xE8,0x26,0xEA,0x69,0xAC,0x17,0x12, 0x0F,0x73,0x21,0x29,0xA5,0x2C,0x37,0x93,0xDE,0xCE,0xFA,0x85,0xA2,0x5F,0x69,0xFA, 0xA5,0xAA,0x5F,0xEB,0xFA,0xC3,0xA2,0x3F,0x6D,0xFA,0xE3,0xAA,0x3F,0xEF,0xFA,0x80, 0xA1,0x8F,0x38,0x04,0xE2,0x8B,0xD7,0x43,0x96,0x3E,0xE6,0xE9,0x83,0x26,0xE1,0xC2, 0xA8,0x2B,0x0C,0xDB,0xC2,0xB8,0x2F,0x2C,0x1C,0xC2,0xCA,0x23,0x2D,0x5D,0xFA,0xDA, 0xA7,0x2F,0x9E,0xFA,0xEA,0xAB,0x2F,0xDF,0xF2,0xFA,0xFF,0x01,0x1A,0x18,0x53,0x83, 0xC1,0x4E,0x14,0x1B,0x00,0x00,0x00,0x00,0x49,0x45,0x4E,0x44,0xAE,0x42,0x60,0x82, }; // Load data into the texture. tex.LoadImage(pngBytes); // Assign texture to renderer's material. GetComponent<Renderer>().material.mainTexture = tex; } }