| colors | The array of pixel colours to use. This is a 2D image flattened to a 1D array. | 
| miplevel | The mipmap level to write colorsto. The range is0through the texture's Texture.mipmapCount. The default value is0. | 
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
          R8
          RFloat
          RG16
          RG32
          RGB24
          RGB48
          RGB565
          RGB9e5Float
          RGBA32
          RGBA4444
          RGBA64
          RGBAFloat
          RGBAHalf
          RGFloat
          RGHalf
          RHalf
        
        For all other formats, SetPixels32 fails. Unity throws an exception when SetPixels32 fails.
See Also: 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 0through (texture width - 1). | 
| y | The y coordinate to place the block of pixels at. The range is 0through (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 blockWidthxblockHeightin length. | 
| miplevel | The mipmap level to write colorsto. The range is0through the texture's Texture.mipmapCount. The default value is0. | 
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.