Get a block of pixel colors in Color32 format.
mipWidth=max(1,width>>miplevel)
and similarly for height.The texture must have the Read/Write Enabled flag set in the import settings, otherwise this function will fail.Using GetPixels32
can be faster than calling GetPixel repeatedly, especially
for large textures. In addition, GetPixels32
can access individual mipmap levels.// Rotate an image 180 degrees by reversing the order // of the pixels. // Source texture. var sourceTex: Texture2D; function Start () { // Get the pixel block and reverse the array to // rotate the image. var pix = sourceTex.GetPixels32(); System.Array.Reverse(pix); // Copy the reversed image data to a new texture. var destTex = new Texture2D(sourceTex.width, sourceTex.height); destTex.SetPixels32(pix); destTex.Apply(); // Set the current object's texture to show the // rotated image. renderer.material.mainTexture = destTex; }
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { public Texture2D sourceTex; void Start() { Color32[] pix = sourceTex.GetPixels32(); System.Array.Reverse(pix); Texture2D destTex = new Texture2D(sourceTex.width, sourceTex.height); destTex.SetPixels32(pix); destTex.Apply(); renderer.material.mainTexture = destTex; } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): public sourceTex as Texture2D def Start() as void: pix as (Color32) = sourceTex.GetPixels32() System.Array.Reverse(pix) destTex as Texture2D = Texture2D(sourceTex.width, sourceTex.height) destTex.SetPixels32(pix) destTex.Apply() renderer.material.mainTexture = destTex