public void SetPixel (int x, int y, Color color);


座標(x, y)のピクセルのカラーを設定します

Call Apply to actually upload the changed pixels to the graphics card. Uploading is an expensive operation, so you'll want to change as many pixels as possible between Apply calls.

If you're constantly regenerating a texture at runtime, it may be faster to generate an array of pixel colors and set all of them at once with SetPixels.

This function works only on ARGB32, RGB24 and Alpha8 texture formats. For other formats SetPixel is ignored. The texture also has to have Read/Write Enabled flag set in the import settings. See Also: SetPixels, GetPixel, Apply.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Start() { Texture2D texture = new Texture2D(128, 128); GetComponent<Renderer>().material.mainTexture = texture;

for (int y = 0; y < texture.height; y++) { for (int x = 0; x < texture.width; x++) { Color color = ((x &amp; y) != 0 ? Color.white : Color.gray); texture.SetPixel(x, y, color); } } texture.Apply(); } }